{
  "version": 1,
  "target": 460,
  "style": "Approved Waterworks / 001",
  "method": "built-in image_gen edit; greybox is the sole image reference; approved moodboard materials and lighting described in 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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[2023.994, -4442.313, 126.447], yaw=111.3, pitch=0.016. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1b793723-a3aa-4ef6-8ca7-ec8e67e3781c.png",
      "completed_at": "2026-10-14T21:30:47.913442+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[2023.994, -4442.313, 126.447], yaw=111.3, pitch=0.016. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/01_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[1889.252, -3910.525, 126.251], yaw=111.916, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f6c34a75-40bd-444a-a6a9-e733dc025546.png",
      "completed_at": "2026-10-14T21:31:45.077370+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[1889.252, -3910.525, 126.251], yaw=111.916, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/02_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[1615.014, -3396.869, 126.251], yaw=74.259, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f3e246d0-d39a-4aeb-a08e-57d3a64c07b2.png",
      "completed_at": "2026-10-14T21:32:49.788546+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[1615.014, -3396.869, 126.251], yaw=74.259, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/03_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[1737.285, -2819.485, 126.251], yaw=66.247, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b4e9ce88-8575-4e85-aafe-c397bd6fdf7d.png",
      "completed_at": "2026-10-14T21:32:49.688576+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[1737.285, -2819.485, 126.251], yaw=66.247, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/04_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[1991.273, -2278.774, 126.251], yaw=98.395, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d41bf295-5bae-46a9-901d-c5a0a618f59f.png",
      "completed_at": "2026-10-14T21:33:15.519605+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[1991.273, -2278.774, 126.251], yaw=98.395, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/05_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[2004.096, -1710.426, 126.251], yaw=136.099, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8ece4276-329b-4d09-bae8-74e7a9d69c43.png",
      "completed_at": "2026-10-14T21:33:44.453399+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[2004.096, -1710.426, 126.251], yaw=136.099, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/06_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[1550.642, -1323.241, 126.251], yaw=98.549, pitch=-3.714. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5f881451-d140-4168-b7c4-66376c78ad56.png",
      "completed_at": "2026-10-14T21:34:13.611654+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[1550.642, -1323.241, 126.251], yaw=98.549, pitch=-3.714. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/07_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[1430.928, -761.617, 163.516], yaw=83.026, pitch=2.803. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-efa9465f-dd3f-4838-911b-771790c49e44.png",
      "completed_at": "2026-10-14T21:34:40.720397+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[1430.928, -761.617, 163.516], yaw=83.026, pitch=2.803. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/08_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[1493.314, -169.041, 142.356], yaw=79.627, pitch=1.382. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ff651fcb-7ad9-4a6e-be75-008d54f9ac5b.png",
      "completed_at": "2026-10-14T21:35:03.975153+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[1493.314, -169.041, 142.356], yaw=79.627, pitch=1.382. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/09_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[1603.259, 417.758, 115.875], yaw=82.479, pitch=-0.766. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-06bddfdc-bd1d-464b-bf85-f821f880b063.png",
      "completed_at": "2026-10-14T21:35:29.702882+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[1603.259, 417.758, 115.875], yaw=82.479, pitch=-0.766. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/10_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[1687.379, 1009.915, 115.875], yaw=86.937, pitch=-4.258. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1b89e229-b751-4dca-ae02-efbdfe9a99ba.png",
      "completed_at": "2026-10-14T21:36:01.986255+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[1687.379, 1009.915, 115.875], yaw=86.937, pitch=-4.258. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/11_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[1730.416, 1602.701, 172.33], yaw=94.243, pitch=3.857. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f17f53d0-0637-42d7-bc73-bb7fbdd789c7.png",
      "completed_at": "2026-10-14T21:36:33.560801+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[1730.416, 1602.701, 172.33], yaw=94.243, pitch=3.857. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/12_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[1691.968, 2195.892, 115.875], yaw=93.71, pitch=-0.76. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-94046e15-72fb-4e7e-a5a7-7d700e989331.png",
      "completed_at": "2026-10-14T21:36:59.507468+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[1691.968, 2195.892, 115.875], yaw=93.71, pitch=-0.76. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/13_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[1645.873, 2790.843, 115.875], yaw=88.52, pitch=-0.304. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-216abceb-2eb7-4750-9d28-d865059dbda3.png",
      "completed_at": "2026-10-14T21:37:22.326623+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[1645.873, 2790.843, 115.875], yaw=88.52, pitch=-0.304. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/14_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[1654.909, 3387.615, 115.875], yaw=84.344, pitch=10.066. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-43d0d4c8-dae9-476b-b923-7f6a8a897184.png",
      "completed_at": "2026-10-14T21:37:45.503576+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[1654.909, 3387.615, 115.875], yaw=84.344, pitch=10.066. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/15_route_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[2031.244, -2165.952, 126.251], yaw=-114.372, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bc5594e1-8392-43e0-af1f-14851ba9cf6a.png",
      "completed_at": "2026-10-14T21:37:22.381190+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[2031.244, -2165.952, 126.251], yaw=-114.372, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/16_back_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[1464.489, -360.333, 166.777], yaw=-91.922, pitch=3.042. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-68ac233b-1f44-4630-91b7-adc10f0da58a.png",
      "completed_at": "2026-10-14T21:39:06.797874+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[1464.489, -360.333, 166.777], yaw=-91.922, pitch=3.042. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/17_back_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[1730.202, 1691.327, 174.365], yaw=-93.885, pitch=3.622. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f35a26af-f5a7-4c4d-95d9-bbd4f1c6c663.png",
      "completed_at": "2026-10-14T21:39:06.736772+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[1730.202, 1691.327, 174.365], yaw=-93.885, pitch=3.622. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/18_back_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[1678.577, 3758.525, 115.875], yaw=-92.717, pitch=-0.694. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-fc9306a7-ef79-474e-9f8c-e7d8be8dd5d6.png",
      "completed_at": "2026-10-14T21:43:23.439803+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[1678.577, 3758.525, 115.875], yaw=-92.717, pitch=-0.694. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/19_back_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[1792, -4512, 224], yaw=85.499, pitch=2.776. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6ca15493-f5ee-4bb0-acb6-02a3bd3f4d93.png",
      "completed_at": "2026-10-14T21:43:57.542848+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier khaki-curve; the intended infrastructure role is spillway passage, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[1792, -4512, 224], yaw=85.499, pitch=2.776. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/khaki-curve/shots/20_overview_greybox.jpg",
        "assets/waterworks-01.png",
        "assets/surfaces-02.png"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Edit the supplied image, preserving its composition EXACTLY. This is a close-up view of a huge wall, NOT a corridor view. Keep the wall covering almost the entire image and keep the narrow floor strip along the bottom in exactly the same position, slope and perspective. Keep every source silhouette and plane boundary at the same pixel coordinates. Do not zoom out or reveal a new room. Do not add any objects, openings, windows, galleries, stairs or structural elements. Remove the greybox diagnostic grid only, replacing it with realistic surface detail.\nApply the approved cold municipal waterworks art direction: satin sealed grey concrete wall with subtle flush construction joints, no ice or frost, restrained high quality realistic concrete texture, smoky graphite glazed mineral on the narrow slick strip, matte graphite on normal foreground ground. Cool diffuse lighting with a very faint amber reflected accent; physical modern game rendering. Preserve the source camera and field of view. Preserve the actual empty or wall-dominated view, even if it is visually simple. No generic beautiful hall, no moodboard grid, no text, no HUD, no watermarks. One 16:9 image.\n",
      "completed_at": "2026-10-14T21:49:27.488480+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-431.506, -3806.532, -61.552], yaw=13.861, pitch=8.618. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/01_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8c76c137-1de8-4d5e-9c12-40d58c8d44a0.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-647f52a5-db45-4268-aa28-8d0287ff1bc0.png",
      "reference_images": [
        "blockouts/noob-filter/shots/01_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:53:35.857939+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-369.731, -3772.586, -113.875], yaw=1.999, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/02_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b7a296da-73e8-4fbf-bd33-eb378ce8e569.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a8bdbf6d-00cb-470f-91f9-060a31b8eb54.png",
      "reference_images": [
        "blockouts/noob-filter/shots/02_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:54:09.289997+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-280.573, -3729.78, -113.875], yaw=-13.459, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/03_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f931cefc-5294-4a17-bf2d-999769a9c052.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6d4beb73-1b29-453f-b4d2-66f4a6d7f518.png",
      "reference_images": [
        "blockouts/noob-filter/shots/03_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:53:46.435420+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-183.409, -3712.625, -113.875], yaw=-27.095, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/04_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9d679ee6-51f5-4846-8ac7-315f39378304.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a9ab90c6-8e9d-4177-87e7-68426bc6782a.png",
      "reference_images": [
        "blockouts/noob-filter/shots/04_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:52:23.233660+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-85.687, -3726.683, -113.875], yaw=-37.048, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/05_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a06562f0-676b-46c9-afaf-97959f94306c.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4f00cde7-ea44-484f-9225-e4473048ff4d.png",
      "reference_images": [
        "blockouts/noob-filter/shots/05_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:52:46.849016+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[5.323, -3765.221, -113.875], yaw=-43.072, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/06_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9d10b15e-dfcc-492b-9e83-3d5014bed2be.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-67a9dfc9-c155-42be-9f0b-293f9a075627.png",
      "reference_images": [
        "blockouts/noob-filter/shots/06_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:53:14.674658+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[86.028, -3822.471, -113.875], yaw=-44.789, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/07_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d2d387bc-832c-42c6-8321-031c5d6e76de.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-92eaf1c4-983b-459f-aa96-d12233c63c39.png",
      "reference_images": [
        "blockouts/noob-filter/shots/07_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:53:35.916564+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[157.4, -3891.141, -113.875], yaw=-42.157, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/08_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0ab77910-5aee-4016-817a-00784cdedff1.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-48df04dc-9887-4490-870f-997a21dce89c.png",
      "reference_images": [
        "blockouts/noob-filter/shots/08_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:53:46.065568+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[225.007, -3963.605, -113.875], yaw=-36.641, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/09_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1ca0bf55-b263-4cf7-94d8-b214e603b96c.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0c4c6fec-db97-4246-8ad4-c0d4e027d8fc.png",
      "reference_images": [
        "blockouts/noob-filter/shots/09_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:53:10.665477+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[293.579, -4035.145, -113.875], yaw=-29.606, pitch=-2.579. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/10_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-aec78988-d8a1-4b13-a8a7-55631e8bdb1b.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-31bf88f3-3a52-4f32-b2f4-844c6b34c107.png",
      "reference_images": [
        "blockouts/noob-filter/shots/10_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:53:11.166167+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[368.043, -4100.387, -113.875], yaw=-22.402, pitch=-7.146. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/11_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-59951d9e-8c74-4b2e-adf5-82387ce98279.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9bd02477-e73a-45c1-bf9a-61107c2a43fc.png",
      "reference_images": [
        "blockouts/noob-filter/shots/11_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:54:08.381591+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[451.363, -4153.872, -113.875], yaw=-17.669, pitch=-20.017. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/12_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ebf347e2-e642-45c4-ba4a-43a8e3e75ab2.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5ab65046-2e12-4fb9-a3ef-2df12ff39429.png",
      "reference_images": [
        "blockouts/noob-filter/shots/12_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:54:34.336419+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[541.319, -4195.285, -113.875], yaw=-14.707, pitch=-29.083. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/13_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e61ec625-67ae-4bff-83fe-c0b3fec002f7.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d46ac7c8-47d4-422b-a67a-59662946669e.png",
      "reference_images": [
        "blockouts/noob-filter/shots/13_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:55:25.097793+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[633.458, -4225.337, -93.963], yaw=-12.613, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/14_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ba0a415b-33b2-4ea2-80c7-2dc4be7c2b6c.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-019c9d6d-5079-4ee2-95b2-6a925a17c16f.png",
      "reference_images": [
        "blockouts/noob-filter/shots/14_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:55:26.064790+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[723.576, -4245.233, -60.388], yaw=-12.852, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/15_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-63db3618-bca5-45c3-95bb-3f77399e304d.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-281f3e80-22ff-466a-a155-ff451a84f187.png",
      "reference_images": [
        "blockouts/noob-filter/shots/15_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:54:59.775310+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-66.805, -3732.658, -113.875], yaw=-168.893, pitch=-3.747. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/16_back_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-db5c1f41-460d-40cb-9253-edb23d33431b.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7c01dd9d-23a7-4b4f-af40-01f96f5dda6b.png",
      "reference_images": [
        "blockouts/noob-filter/shots/16_back_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[203.003, -3939.958, -113.875], yaw=144.733, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c689bc4c-5fed-494b-986d-d20d2d305999.png",
      "completed_at": "2026-10-14T21:56:13.087963+00:00",
      "reference_images": [
        "blockouts/noob-filter/shots/17_back_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[464.347, -4160.719, -113.875], yaw=139.079, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d846b22b-778c-43af-bc8a-25892171176d.png",
      "completed_at": "2026-10-14T21:55:50.198184+00:00",
      "reference_images": [
        "blockouts/noob-filter/shots/18_back_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[762.308, -4253.854, -13.407], yaw=161.284, pitch=15.908. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1259a1c3-e06c-4519-8227-c3351dcb332d.png",
      "completed_at": "2026-10-14T21:56:15.052518+00:00",
      "reference_images": [
        "blockouts/noob-filter/shots/19_back_greybox.jpg"
      ]
    },
    {
      "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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: noob-filter/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "completed_at": "2026-10-14T21:56:15.399447+00:00",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier noob-filter; the intended infrastructure role is street intake screens, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-448, -3808, 224], yaw=5.552, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/20_overview_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-43b3d1c7-5e3d-4756-9656-c5eaa9b4c284.png",
          "reason": "Replaced to enforce source-only composition; moodboard reference could override source view."
        }
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c9362b87-bfb8-4564-a51c-4771f21327b7.png",
      "reference_images": [
        "blockouts/noob-filter/shots/20_overview_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[1260.687, -3211.385, 95.906], yaw=119.871, pitch=0.709. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b7e9668a-f6ed-4603-a2ce-59735dbc6d9f.png",
      "completed_at": "2026-10-14T21:56:15.144372+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/01_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[1255.171, -3023.711, 106.875], yaw=132.003, pitch=3.678. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-09bdfec6-ab18-4271-9fec-9edb9cfa8336.png",
      "completed_at": "2026-10-14T21:57:59.486637+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/02_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[1210.552, -2835.746, 77.32], yaw=131.556, pitch=1.253. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f426694a-878e-4fa6-910c-64dccf32e799.png",
      "completed_at": "2026-10-14T21:57:57.022566+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/03_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[1090.539, -2702.166, 98.589], yaw=116.199, pitch=3.269. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7c2a7466-2313-4eee-9bfe-c287dc6380bd.png",
      "completed_at": "2026-10-14T21:57:45.899303+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/04_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[913.003, -2629.766, 78.273], yaw=93.462, pitch=1.335. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3f920fb2-8d1d-4681-974f-c51b23805749.png",
      "completed_at": "2026-10-14T21:57:09.254403+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/05_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[782.33, -2489.595, 62.393], yaw=82.876, pitch=0.011. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1c870317-7926-45bf-8a9d-a89f855846d8.png",
      "completed_at": "2026-10-14T22:00:04.330408+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/06_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[756.706, -2296.163, 62.251], yaw=84.649, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-de06be35-1bcb-4f68-a7fb-7f061bdc70f9.png",
      "completed_at": "2026-10-14T22:00:03.484027+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/07_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[819.432, -2108.933, 62.251], yaw=94.735, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9cbec70b-9db4-4c2a-b343-07c9ae303d28.png",
      "completed_at": "2026-10-14T21:59:34.776064+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/08_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[875.38, -1919.549, 62.251], yaw=102.933, pitch=0.58. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-65f1a3bb-c3ed-4285-93ea-add2b053f41a.png",
      "completed_at": "2026-10-14T21:59:34.404396+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/09_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[871.774, -1722.206, 62.251], yaw=105.917, pitch=2.869. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-605d949c-cbf8-420a-84a1-6c9138188762.png",
      "completed_at": "2026-10-14T21:57:45.737918+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/10_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[817.631, -1532.03, 62.251], yaw=104.491, pitch=6.826. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b2c5b5cf-5fd1-4f23-8f66-2b39e51c9b1d.png",
      "completed_at": "2026-10-14T21:58:44.594016+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/11_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[750.748, -1345.597, 62.251], yaw=101.537, pitch=9.003. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9a308c05-1159-4b4e-9414-73c91c3c50d8.png",
      "completed_at": "2026-10-14T22:00:04.415183+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/12_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[699.381, -1154.692, 52.006], yaw=100.144, pitch=9.241. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7f1ea46e-64d0-4738-809b-db8bdb0cd38a.png",
      "completed_at": "2026-10-14T22:00:32.958971+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/13_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[657.618, -964.211, 18.018], yaw=99.059, pitch=8.919. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e8b0a678-4514-4301-b8f4-0564dc5f7f0b.png",
      "completed_at": "2026-10-14T22:00:57.502050+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/14_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[624.745, -776.689, -36.298], yaw=98.253, pitch=2.285. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-51de9636-fb4e-4828-b9cd-09dd8dc1410f.png",
      "completed_at": "2026-10-14T22:01:51.755803+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/15_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[882.073, -2610.68, 63.125], yaw=-54.828, pitch=-0.934. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-718e2c36-95e5-404e-bc75-f840c040aa0d.png",
      "completed_at": "2026-10-14T22:03:08.149472+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/16_back_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[863.112, -1982.91, 62.251], yaw=-82.869, pitch=-2.605. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-43923390-4b65-40c4-9a2b-5e4b39126c20.png",
      "completed_at": "2026-10-14T22:03:07.705077+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/17_back_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[742.357, -1317.474, 61.98], yaw=-82.533, pitch=-0.021. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-491ffa1d-c1ad-4bcd-9e84-5a3e085c8dcc.png",
      "completed_at": "2026-10-14T22:02:44.946524+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/18_back_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[607.624, -659.1, -63.411], yaw=-77.807, pitch=-9.494. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7a691026-0e75-4ee8-b7cb-2b31893350c3.png",
      "completed_at": "2026-10-14T22:02:19.250340+00:00",
      "reference_images": [
        "blockouts/red-drop/shots/19_back_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: red-drop/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier red-drop; the intended infrastructure role is drop chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[992, -2976, 224], yaw=113.306, pitch=20.804. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-cac3b57c-b395-425c-820f-c7893efb9df0.png",
      "completed_at": "2026-10-14T22:03:53.174683+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[624.6, -331.825, -1.232], yaw=131.288, pitch=-7.373. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-cfe044f7-e0dd-4270-8ecb-3ba0560cb599.png",
      "completed_at": "2026-10-14T22:04:25.005424+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[624.854, -52.765, 54.195], yaw=-157.326, pitch=-1.03. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-56af2754-7168-4c5e-b7ce-0df9bb06ee8d.png",
      "completed_at": "2026-10-14T22:04:49.014852+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[476.202, 106.315, 62.125], yaw=-134.578, pitch=-0.01. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-999594e3-95c2-45c6-ada0-1e17a3f0cfd2.png",
      "completed_at": "2026-10-14T22:06:01.761775+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[285.298, -46.63, 63.125], yaw=-126.582, pitch=0.068. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9142d49a-e4d1-4b4b-a8d7-f40299ffebd3.png",
      "completed_at": "2026-10-14T22:02:48.032436+00:00",
      "reference_images": [
        "blockouts/green-jump/shots/04_route_greybox.jpg"
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[144.317, -278.147, 62.251], yaw=-116.396, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e036a6e0-7243-42f2-a8c7-bc121c000131.png",
      "completed_at": "2026-10-14T22:03:17.253039+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-70.935, -459.924, 62.251], yaw=-92.321, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c8a6df9d-8060-4967-84d1-b340f9ecb2fc.png",
      "completed_at": "2026-10-14T22:04:48.549441+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-172.233, -723.104, 62.251], yaw=-78.241, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c0dec098-d7fc-47ef-bca7-3d58addf425e.png",
      "completed_at": "2026-10-14T22:05:36.005774+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-161.213, -1005.906, 62.251], yaw=-75.204, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-fad4958a-1551-4357-b28f-a77fd3abd58c.png",
      "completed_at": "2026-10-14T22:06:25.550093+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-70.607, -1275.283, 62.251], yaw=-80.671, pitch=-2.148. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3a5d4d9c-693a-43e1-b062-1bfbf9ae323e.png",
      "completed_at": "2026-10-14T22:06:24.269421+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-0.193, -1550.63, 62.251], yaw=-86.045, pitch=-3.62. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-88831650-7551-4084-b495-7da646cb4c9f.png",
      "completed_at": "2026-10-14T22:06:48.762956+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[43.452, -1831.607, 62.251], yaw=-90.77, pitch=-2.167. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-904f3318-b39a-4998-8d36-f9739e29096a.png",
      "completed_at": "2026-10-14T22:07:43.912238+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[54.902, -2112.653, 100.981], yaw=-94.133, pitch=1.378. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4cff4971-8795-4ea8-bffc-fccfe12ab2d2.png",
      "completed_at": "2026-10-14T22:07:19.947479+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[48.388, -2396.698, 108.663], yaw=-96.599, pitch=-0.058. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/green-jump/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b93d43f7-0455-4b10-81a1-a39681e1e713.png",
      "completed_at": "2026-10-14T22:08:18.608679+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[24.431, -2678.317, 78.117], yaw=-100.333, pitch=-1.728. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2db103d0-4f23-4db6-be30-22a4eb4ff5b0.png",
      "completed_at": "2026-10-14T22:06:48.578411+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-11.226, -2957.056, 94.559], yaw=-103.187, pitch=-0.202. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-db468a1f-1bc4-4b23-ba3a-8b02b3e444b6.png",
      "completed_at": "2026-10-14T22:08:58.034622+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[95.833, -307.929, 62.251], yaw=37.428, pitch=-1.313. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9d1b5e17-e01f-43b9-8460-339d7975c5c2.png",
      "completed_at": "2026-10-14T22:09:49.745029+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-103.295, -1188.501, 62.251], yaw=87.172, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-613dead4-6db6-4709-9c12-6e554d285e5d.png",
      "completed_at": "2026-10-14T22:09:49.359702+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[55.171, -2154.632, 104.739], yaw=96.66, pitch=3.19. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3dfdf35d-efc2-4b69-b3f3-44a6f393309b.png",
      "completed_at": "2026-10-14T22:09:22.327862+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-35.74, -3131.748, 108.877], yaw=83.569, pitch=-0.043. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-909c2661-9bc7-4797-9fd7-f47afb32e4bf.png",
      "completed_at": "2026-10-14T22:10:06.083765+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: green-jump/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier green-jump; the intended infrastructure role is overflow weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[288, 32, 224], yaw=-126.146, pitch=18.338. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-52c4d7e4-854e-4961-bb72-85f8aacb8698.png",
      "completed_at": "2026-10-14T22:08:57.626666+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-316.435, -3170.126, 108.307], yaw=-170.321, pitch=-0.116. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8b60a86e-4279-4aed-b63c-643440af3b1f.png",
      "completed_at": "2026-10-14T22:10:37.590929+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-682.273, -3175.653, 109.469], yaw=-129.594, pitch=0.674. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-546c9a30-b91b-4f23-a572-6fec9b8936e5.png",
      "completed_at": "2026-10-14T22:11:37.673159+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-1033.175, -3286.02, 109.28], yaw=-93.121, pitch=0.101. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2e3fd7e8-d5a7-4ea0-a03e-1be26f982458.png",
      "completed_at": "2026-10-14T22:11:06.671254+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-1072.875, -3638.679, 104.659], yaw=-87.536, pitch=-0.331. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d6bf5db4-6304-477b-9ef2-99451e9f7a31.png",
      "completed_at": "2026-10-14T22:12:58.755902+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-1072.875, -4004.62, 108.488], yaw=-80.237, pitch=3.484. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5a7d1c6b-d99f-4255-b710-f8573daa155c.png",
      "completed_at": "2026-10-14T22:10:12.435806+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-1042.864, -4373.683, 108.703], yaw=-49.547, pitch=8.144. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-94c7e026-3d74-4be6-a41f-e3c6498ae0a7.png",
      "completed_at": "2026-10-14T22:13:28.326484+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-950.79, -4734.966, 62.929], yaw=-17.317, pitch=13.663. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e9b6737f-1f7b-451a-a91b-e10fa2f2f9c4.png",
      "completed_at": "2026-10-14T22:13:30.483746+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-619.793, -4880, 15.533], yaw=-21.535, pitch=17.984. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4cbe430f-3203-4115-b34a-639a99b61163.png",
      "completed_at": "2026-10-14T22:13:03.272662+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-270.618, -4945.7, -109.545], yaw=-24.311, pitch=11.315. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9835313d-3dd5-403d-b318-200166f9b377.png",
      "completed_at": "2026-10-14T22:12:58.700309+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[38.158, -5138.369, -214.255], yaw=-8.787, pitch=3.31. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-61cee829-3d59-4fd2-b373-a700b1f29a77.png",
      "completed_at": "2026-10-14T22:14:29.331910+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[395.499, -5249.647, -257.875], yaw=5.238, pitch=-5.39. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/blue-ramp/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5a8fb0a6-5526-4ded-88c7-c567bebc3ef2.png",
      "completed_at": "2026-10-14T22:13:28.426965+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[773.929, -5254.466, -257.875], yaw=18.065, pitch=-23.508. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-16a6a1c5-7d77-4a24-9a4f-009616d611a4.png",
      "completed_at": "2026-10-14T22:14:05.159538+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[1131.392, -5184.235, -193.748], yaw=27.752, pitch=-27.87. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-97308244-8369-4307-9328-b4630abf6119.png",
      "completed_at": "2026-10-14T22:15:44.673257+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[1405.54, -5049.885, 29.839], yaw=33.592, pitch=-8.999. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a131d3f6-ef38-4d80-ac99-71398c6c5f9c.png",
      "completed_at": "2026-10-14T22:16:21.445435+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[1715.404, -4877.726, 158.696], yaw=38.611, pitch=3.443. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-66bd9a8b-a748-40d7-b600-9a3d145bc63d.png",
      "completed_at": "2026-10-14T22:16:28.707184+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-1072.738, -4079.489, 96.816], yaw=89.43, pitch=-0.314. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3e4d265e-cbd8-4fa8-ae00-519661ef3bdb.png",
      "completed_at": "2026-10-14T22:16:22.174667+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-381.843, -4910.085, -69.844], yaw=153.433, pitch=-12.25. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/blue-ramp/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5e20731f-c075-4a18-8e1d-fa7e9f6d7bc7.png",
      "completed_at": "2026-10-14T22:15:26.139587+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[829.797, -5248.567, -257.875], yaw=173.201, pitch=-2.7. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b058daf3-133a-4a2b-ad61-ebe01e81cbdc.png",
      "completed_at": "2026-10-14T22:16:23.908292+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[1908.405, -4743.536, 169.115], yaw=-149.361, pitch=17.149. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f229db8f-277d-4b3c-9c45-bf684fac1efe.png",
      "completed_at": "2026-10-14T22:15:20.792746+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: blue-ramp/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier blue-ramp; the intended infrastructure role is bypass channel, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-160, -3200, 96], yaw=-127.2, pitch=0.999. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-42d52590-af31-493c-91e9-ce4dbc5731b3.png",
      "completed_at": "2026-10-14T22:18:23.795997+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[3083.781, 824.251, -81.936], yaw=-111.394, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/thistle-wall/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c95e51ed-9174-4493-b7f5-14d05473c332.png",
      "completed_at": "2026-10-14T22:16:27.621199+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[2902.479, 357.157, -633.524], yaw=-105.017, pitch=24.402. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ce31416e-d103-47e1-8f22-f41a064e5e44.png",
      "completed_at": "2026-10-14T22:19:09.328900+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[2723.663, -290.995, -939.885], yaw=-68.336, pitch=14.842. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-85a2eaf4-6f9c-4315-930f-c21a36e8cde3.png",
      "completed_at": "2026-10-14T22:18:23.421492+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[2984.757, -958.316, -1132.209], yaw=-52.529, pitch=-16.439. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e0f7c214-950b-400d-a231-a11c0735802e.png",
      "completed_at": "2026-10-14T22:19:11.045875+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[3416.371, -1518.948, -930.118], yaw=-82.788, pitch=-19.82. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-11a06e59-1954-4285-90c9-a393524c73c0.png",
      "completed_at": "2026-10-14T22:19:10.017775+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[3497.846, -2141.097, -694.806], yaw=-102.745, pitch=24.544. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c3fa5d9d-a661-41d4-8613-1a38991bd978.png",
      "completed_at": "2026-10-14T22:19:09.501691+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[3352.055, -2803.686, -1004.283], yaw=-139.792, pitch=7.638. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-47b91427-c89a-48c2-b833-f1509c1d695d.png",
      "completed_at": "2026-10-14T22:19:14.354716+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[2811.683, -3264.5, -1108.186], yaw=-143.273, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8b0bdb2b-74c5-418c-a590-d09a47365cc7.png",
      "completed_at": "2026-10-14T22:19:14.508218+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[2501.865, -3491.225, -509.737], yaw=-70.814, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a6baa00e-9a44-4f48-ad43-8f4a42994e8a.png",
      "completed_at": "2026-10-14T22:20:47.949560+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[2624.08, -3856.392, 114.527], yaw=-32.422, pitch=14.181. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a07eae66-ef4b-4027-a514-62f4c618755e.png",
      "completed_at": "2026-10-14T22:21:08.385826+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[3192.127, -4220.799, -49.42], yaw=44.479, pitch=31.846. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7e68f4c9-0ea3-4c1f-a54d-f1eca7541f5b.png",
      "completed_at": "2026-10-14T22:20:50.695234+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[3504.875, -3928.754, -321.685], yaw=90, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6b641254-0698-4303-a0e0-e688b3c48fda.png",
      "completed_at": "2026-10-14T22:20:38.824287+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[3504.875, -3175.822, -321.685], yaw=90, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-293c6c44-474c-4ad6-9660-7c4c71357927.png",
      "completed_at": "2026-10-14T22:20:13.198588+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[3504.875, -2422.891, -321.685], yaw=90, pitch=-0.798. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3cc3d3ea-f74e-4aa3-85fe-220843db0c39.png",
      "completed_at": "2026-10-14T22:22:45.210383+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[3504.875, -1670.451, -313.918], yaw=105.112, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-25ad3be8-8221-40bd-888c-c7745ced5391.png",
      "completed_at": "2026-10-14T22:23:34.817135+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[3467.585, -1620.872, -832.108], yaw=125.876, pitch=23.687. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d6edd316-2ac7-48ba-9a7a-b433b83e9362.png",
      "completed_at": "2026-10-14T22:23:40.520653+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[2524.581, -3421.938, -743.647], yaw=29.326, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b5328d45-8036-442d-9c27-e42ac31c0893.png",
      "completed_at": "2026-10-14T22:20:50.007111+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[3504.875, -3817.207, -321.685], yaw=-119.838, pitch=-23.168. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-695a8845-35b6-468f-8e2f-8596d4ee1a37.png",
      "completed_at": "2026-10-14T22:21:35.442932+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[3467.102, -1303.468, -54.313], yaw=-86.754, pitch=21.842. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d8bc6bfe-add4-456c-8211-24627744c5ce.png",
      "completed_at": "2026-10-14T22:23:32.179943+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: thistle-wall/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier thistle-wall; the intended infrastructure role is inside face of a weir, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[3008, 1024, 224], yaw=-81.141, pitch=16.649. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8e38d5e0-ba87-44e9-8583-89000a1166f7.png",
      "completed_at": "2026-10-14T22:23:31.206261+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[1947.51, -6333.661, -38.599], yaw=165.569, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-894d56f7-d5e7-40c2-b92c-15d8e035bfb1.png",
      "completed_at": "2026-10-14T22:23:06.032844+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[1950.986, -6283.98, -713.505], yaw=175.283, pitch=27.252. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4d0c6faf-2aea-41c4-b786-3bb620857f9a.png",
      "completed_at": "2026-10-14T22:22:43.202808+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[1688.733, -6331.974, -848.412], yaw=102.38, pitch=6.569. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-de82bfe2-84f6-4980-b46e-89c7a931620d.png",
      "completed_at": "2026-10-14T22:25:08.055330+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[1599.918, -5725.536, -896.296], yaw=156.345, pitch=20.358. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-84656368-2e3a-45d2-9b68-aa090372ae06.png",
      "completed_at": "2026-10-14T22:25:58.002373+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[1033.31, -5452.127, -1133.268], yaw=-174.708, pitch=10.033. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ae82991a-acb7-4112-bac6-63ac693ba1e1.png",
      "completed_at": "2026-10-14T22:24:35.897122+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[369.09, -5496.999, -1260.267], yaw=-155.467, pitch=0.95. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-bbe89cd5-d5de-47d7-81e0-b2a61cc5dcbd.png",
      "completed_at": "2026-10-14T22:24:07.450003+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-253.072, -5774.908, -1280.909], yaw=-151.617, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-362826b8-4d72-403f-b77c-6eea7c4d5f4c.png",
      "completed_at": "2026-10-14T22:26:56.049204+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-727.019, -6019.978, -919.789], yaw=-112.57, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-cc7d411a-57b6-4311-b659-11de85fd98e3.png",
      "completed_at": "2026-10-14T22:26:54.313191+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-799.529, -6197.462, -263.886], yaw=157.701, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-641906b4-deb5-4bd1-9994-b2d43a1eb09d.png",
      "completed_at": "2026-10-14T22:26:28.907852+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-924.913, -6181.53, 74.914], yaw=92.942, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-086692be-0999-4749-8061-7d3fcfcb366c.png",
      "completed_at": "2026-10-14T22:27:23.329893+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-946.119, -5878.713, -537.034], yaw=121.589, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-515e767a-d532-481c-99e9-818ec69ad51a.png",
      "completed_at": "2026-10-14T22:28:18.760971+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-1062.993, -5616.659, -1130.616], yaw=170.874, pitch=11.275. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-33d36c59-11b0-4db4-a4a3-07cf09b04257.png",
      "completed_at": "2026-10-14T22:26:04.109903+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-1692.966, -5499.217, -1281.506], yaw=-165.338, pitch=-33.665. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-85645e14-52ef-42a6-8d4c-6bc774160cf9.png",
      "completed_at": "2026-10-14T22:28:21.872925+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-2227.521, -5628.949, -940.23], yaw=-161.813, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-483fd877-2ba5-4bdb-a53e-e2a49a059257.png",
      "completed_at": "2026-10-14T22:28:20.704592+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-2712.818, -5797.666, -494.058], yaw=139.823, pitch=-25.657. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5399d5c5-ee61-479f-84d1-7a66da2f5811.png",
      "completed_at": "2026-10-14T22:29:46.399987+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[902.279, -5438.396, -1169.575], yaw=-20.822, pitch=-19.763. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9c1a608b-bcfb-456f-9ea6-704ffb035133.png",
      "completed_at": "2026-10-14T22:28:18.153861+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-778.441, -6142.645, -478.985], yaw=45.111, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e85d5f69-530a-45fc-821e-9826bfeb1908.png",
      "completed_at": "2026-10-14T22:30:41.197241+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-1137.304, -5585.155, -1191.634], yaw=-56.17, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b080297f-268b-477a-8d4a-abe7ffb0d704.png",
      "completed_at": "2026-10-14T22:30:41.140850+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-3052.919, -5804.33, -289.002], yaw=7.794, pitch=33.944. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b51591b9-7bca-4fb8-9443-9d8c61208d75.png",
      "completed_at": "2026-10-14T22:31:39.435724+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: golden-tabletop/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier golden-tabletop; the intended infrastructure role is filter beds, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[1952, -6368, 224], yaw=150.843, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5afcd921-f20c-4029-ae9b-53c17f6085e8.png",
      "completed_at": "2026-10-14T22:32:14.471608+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-4120.452, -7127.534, -640.875], yaw=57.893, pitch=0.072. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-30d1c500-21f1-4cf7-8b0b-75e29c39851c.png",
      "completed_at": "2026-10-14T22:31:38.362979+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-3691.552, -6477.116, -641.749], yaw=69.478, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/indigo-twister/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3ed075c3-a320-4546-9578-6540707f7df8.png",
      "completed_at": "2026-10-14T22:30:08.564685+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-3427.475, -5687.338, -641.749], yaw=104.434, pitch=-3.491. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-937de9f9-2c0e-4098-b826-09b1e70eda5b.png",
      "completed_at": "2026-10-14T22:31:40.501152+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-3648.229, -4871.027, -593.419], yaw=127.018, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2ac50df9-009e-481a-bc34-d937c7fc4a60.png",
      "completed_at": "2026-10-14T22:33:17.057576+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-4014.25, -4446.683, -1136.044], yaw=-118.164, pitch=34.251. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4ce42123-4127-49c6-8d54-80307c51377a.png",
      "completed_at": "2026-10-14T22:32:44.218923+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-4312.115, -5049.295, -1537.875], yaw=-93.134, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-69969c59-5c88-419d-86df-69b49f00dfdf.png",
      "completed_at": "2026-10-14T22:34:43.169833+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-4344.317, -5897.114, -1537.875], yaw=-75.663, pitch=-2.554. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-398b12e1-b7b2-4a14-b357-158429db917f.png",
      "completed_at": "2026-10-14T22:33:22.330218+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-4128.942, -6718.446, -1498.072], yaw=-60.71, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-80837eea-706c-4aa1-a761-c5edcc02e40d.png",
      "completed_at": "2026-10-14T22:35:31.938615+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-3820.249, -7206.462, -2000.228], yaw=61.114, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9a7d5dc5-df06-411a-87db-c79b1ec1f41c.png",
      "completed_at": "2026-10-14T22:33:22.573774+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-3519.659, -6629.294, -2433.875], yaw=79.361, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-0060c1a4-4ccb-4807-b713-a47b946eff42.png",
      "completed_at": "2026-10-14T22:35:30.865382+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-3373.481, -5791.778, -2433.875], yaw=93.343, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-acdd5eeb-007e-4dcc-ba40-ff4a3024c700.png",
      "completed_at": "2026-10-14T22:35:10.385452+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-3427.829, -4942.096, -2433.875], yaw=90.39, pitch=-14.692. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-424db426-7371-4ecd-8649-b851457225b2.png",
      "completed_at": "2026-10-14T22:36:13.305056+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-3424.357, -4183.436, -2179.177], yaw=44.246, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5ba4fab8-5f2d-48c2-b8d3-63dbf063bbc9.png",
      "completed_at": "2026-10-14T22:35:07.504819+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-3296.007, -4069.542, -1350.966], yaw=4.066, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c9d67be5-f550-4cb2-a303-d1da5813c243.png",
      "completed_at": "2026-10-14T22:36:15.539155+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-3215.201, -4070.784, -507.006], yaw=-89.996, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5f719e1c-a011-4c19-932b-d73b0c67000b.png",
      "completed_at": "2026-10-14T22:36:12.875765+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-4089.082, -4502.599, -1277.412], yaw=-24.217, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7628eb49-a85e-473f-b858-264d2910e0b2.png",
      "completed_at": "2026-10-14T22:37:07.778301+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-3927.122, -7154.891, -1753.133], yaw=112.773, pitch=-19.61. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-aa686136-5792-4c50-b7e9-ede8f10eb67f.png",
      "completed_at": "2026-10-14T22:37:55.969715+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-3440.028, -4816.383, -2433.875], yaw=-84.825, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ebdaa703-2f76-4786-8b1b-f8075854f8dc.png",
      "completed_at": "2026-10-14T22:36:42.841085+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-3215.198, -4176.911, 11.236], yaw=89.983, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-17451035-ca88-4913-9079-e3d0db91ea62.png",
      "completed_at": "2026-10-14T22:37:34.301751+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: indigo-twister/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier indigo-twister; the intended infrastructure role is vortex shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-4352, -7264, 224], yaw=88.872, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-81b7496e-8cb4-4460-bec1-31516a21ee5c.png",
      "completed_at": "2026-10-14T22:39:10.871466+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-2309.18, -4476.57, -324.881], yaw=-2.697, pitch=-7.838. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4545d5a1-7b15-4006-a08b-dc30c22a9fd0.png",
      "completed_at": "2026-10-14T22:39:32.701155+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-1813.269, -4450.993, -256.408], yaw=14.66, pitch=-9.062. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d8bc4f7d-8c54-45ef-8689-2c39b228bd14.png",
      "completed_at": "2026-10-14T22:39:32.007548+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-1319.972, -4511.161, -193.875], yaw=81.583, pitch=-1.035. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9adfeb10-6987-4d8f-9f16-5c1d96a3ad5e.png",
      "completed_at": "2026-10-14T22:39:32.368334+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-1186.848, -4057.122, -146.514], yaw=95.647, pitch=3.612. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b085e678-a912-4abb-b863-b1f98c9da23e.png",
      "completed_at": "2026-10-14T22:39:58.832710+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-1253.354, -3563.468, -150.068], yaw=83.69, pitch=3.318. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1623df43-4b77-4414-b6bf-97fcf8319f01.png",
      "completed_at": "2026-10-14T22:40:26.774679+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-1236.686, -3062.602, -193.875], yaw=47.466, pitch=-0.369. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1fd82516-5f69-429f-bf00-115acdf811b3.png",
      "completed_at": "2026-10-14T22:39:30.453115+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-960.49, -2710.82, -180.338], yaw=54.764, pitch=4.428. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-54ce9b55-12d7-406c-a302-d2b5269f76dd.png",
      "completed_at": "2026-10-14T22:40:49.281728+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-640.102, -2359.289, -187.42], yaw=87.724, pitch=5.563. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2204ddf9-2c97-45df-b172-1c021a1009ef.png",
      "completed_at": "2026-10-14T22:42:14.233607+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-531.652, -1881.753, -257.875], yaw=111.817, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ab59a434-c9c0-4261-aa8d-8adcb88e31a0.png",
      "completed_at": "2026-10-14T22:42:52.438952+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-735.757, -1420.878, -257.875], yaw=92.889, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-21b0160b-d70d-4a8e-8739-d8ce0956be5d.png",
      "completed_at": "2026-10-14T22:42:50.911433+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-824.203, -926.531, -257.875], yaw=76.72, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e37e8ba2-be01-4086-b839-ff60c81ddd5e.png",
      "completed_at": "2026-10-14T22:41:09.426112+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-710.417, -431.538, -257.875], yaw=82.438, pitch=-2.058. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7646da23-bfde-45a6-b4d2-54909647dadc.png",
      "completed_at": "2026-10-14T22:41:41.418850+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-614.302, 66.843, -257.875], yaw=97.009, pitch=-27.707. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1a17c905-28ee-4241-8965-2681b7754b2d.png",
      "completed_at": "2026-10-14T22:42:55.058608+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-634.902, 517.264, -85.903], yaw=119.876, pitch=-22.582. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/olive-gap/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f5605fd6-6c1e-451a-9e38-eaa3bf91179f.png",
      "completed_at": "2026-10-14T22:43:48.885764+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-775.579, 909.349, 196.904], yaw=131.698, pitch=11.549. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8c6d29e5-5f6e-4b6d-89cf-67e8f9043cc4.png",
      "completed_at": "2026-10-14T22:44:21.994320+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-1262.415, -3465.047, -172.927], yaw=-84.977, pitch=0.788. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d67cd3d6-dc7e-4723-9ead-eb55e2c820d5.png",
      "completed_at": "2026-10-14T22:41:42.665575+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-530.55, -2046.983, -257.875], yaw=-120.655, pitch=-8.523. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4a30b31e-4dc4-475c-b7a5-d88bc20d7d5a.png",
      "completed_at": "2026-10-14T22:43:16.589471+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-691.326, -358.662, -257.875], yaw=-99.953, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-529701bf-d8a6-4cfd-8715-6da874102514.png",
      "completed_at": "2026-10-14T22:44:17.743894+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-860.959, 1006.331, 126.125], yaw=-64.282, pitch=19.041. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-498c94ac-8275-4a64-a91b-b4c2c8c0b866.png",
      "completed_at": "2026-10-14T22:44:56.232088+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: olive-gap/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier olive-gap; the intended infrastructure role is shaft gallery, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-992, -3040, 224], yaw=-172.191, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-dc0caff2-7453-4c9a-8eee-de766f31c39c.png",
      "completed_at": "2026-10-14T22:45:20.033561+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-1246.016, 1155.419, 126.125], yaw=-145.013, pitch=21.712. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-0d86f87a-208c-4eb6-a74d-e326804b52bd.png",
      "completed_at": "2026-10-14T22:45:23.171390+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-1589.643, 973.054, 109.997], yaw=-117.79, pitch=30.926. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6d3833b9-485e-49d3-9430-d024646801ae.png",
      "completed_at": "2026-10-14T22:44:16.555183+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-1795.272, 747.019, -170.888], yaw=-89.828, pitch=6.865. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2b0b2efc-7ea4-4a8a-a434-74ef05028b2d.png",
      "completed_at": "2026-10-14T22:45:55.986615+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-1875.292, 363.247, -257.875], yaw=-71.23, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-00305f69-f517-4f0b-8de1-9b447f67379e.png",
      "completed_at": "2026-10-14T22:47:09.293912+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-1764.523, -35.629, -257.875], yaw=-75.852, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-16653d51-275d-40d5-b9fa-abca65df3044.png",
      "completed_at": "2026-10-14T22:47:09.171060+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-1614.982, -423.425, -257.875], yaw=-92.987, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-cf7e6213-7663-40cd-a531-a54cedb52ec3.png",
      "completed_at": "2026-10-14T22:47:37.997249+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-1582.353, -838.04, -257.875], yaw=-105.383, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-99167816-ba9b-4eb5-9967-e422ef8d9f1f.png",
      "completed_at": "2026-10-14T22:46:54.249939+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-1675.815, -1243.382, -257.875], yaw=-104.521, pitch=-0.205. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a5de54a5-410a-41c3-bb0f-f77ac865f2e2.png",
      "completed_at": "2026-10-14T22:46:23.216288+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-1803.696, -1640.511, -257.875], yaw=-97.652, pitch=-3.434. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8b713c18-6052-46c2-8cb7-337df2268b33.png",
      "completed_at": "2026-10-14T22:49:43.844711+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-1875.154, -2050.555, -247.566], yaw=-93.777, pitch=-1.71. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9c4fe202-15b2-43b5-ad6f-c2e134bb2441.png",
      "completed_at": "2026-10-14T22:48:12.671711+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-1909.851, -2464.284, -210.113], yaw=-91.147, pitch=-4.245. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2c00ded7-a137-47b8-bd18-c65f666c3702.png",
      "completed_at": "2026-10-14T22:49:43.666869+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-1926.559, -2880.272, -231.856], yaw=-88.272, pitch=-13.496. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-25c7adfd-37d9-4a0a-ae51-b5f3f566bbf0.png",
      "completed_at": "2026-10-14T22:46:56.757869+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-1923.623, -3281.912, -133.761], yaw=-84.313, pitch=-9.163. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-14c31000-c4ea-424b-8858-4299cd09c2ab.png",
      "completed_at": "2026-10-14T22:47:43.094519+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-1897.978, -3688.006, -43.725], yaw=-48.668, pitch=-23.844. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e2646617-5b50-4fb5-a66b-48aad611bbbb.png",
      "completed_at": "2026-10-14T22:49:40.846262+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-1825.975, -4072.416, 34.117], yaw=-1.444, pitch=-12.507. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b1b38ccf-fcef-4f1b-96fc-699f4f7569e0.png",
      "completed_at": "2026-10-14T22:50:07.332984+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-1726.955, -110.157, -257.875], yaw=99.395, pitch=-1.893. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-bd782149-625e-47c3-81f6-21ccf68abbce.png",
      "completed_at": "2026-10-14T22:50:07.539093+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-1765.554, -1509.965, -257.875], yaw=75.87, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ba6683fa-640e-4667-9311-c07b8ba0811f.png",
      "completed_at": "2026-10-14T22:51:02.768823+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-1927.02, -2941.742, -232.641], yaw=87.082, pitch=-0.26. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-52a23dbf-4e42-43e0-85e4-6f05a4ba66a7.png",
      "completed_at": "2026-10-14T22:51:08.674064+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-1639.095, -4080.875, 202.536], yaw=118.983, pitch=25.311. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e3f27535-23a5-4019-9372-c8b41395e71d.png",
      "completed_at": "2026-10-14T22:51:10.057058+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: salmon-slide/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier salmon-slide; the intended infrastructure role is pressure conduit, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-1376, 1184, 224], yaw=-98.57, pitch=17.829. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ac3a596a-23ed-445d-8a73-469de60dcd23.png",
      "completed_at": "2026-10-14T22:52:36.028892+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-2577.365, -3416.778, 74.863], yaw=103.608, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b838bc31-fb5c-4b5b-b6b0-a190023e1542.png",
      "completed_at": "2026-10-14T22:52:36.105505+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-2581.811, -3352.513, -245.454], yaw=132.631, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ce4a69e2-52be-4105-9d2b-4eb2ad9f2b74.png",
      "completed_at": "2026-10-14T22:53:21.509796+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-2603.122, -3266.301, -560.259], yaw=166.101, pitch=6.724. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-70a8cff0-72e9-451d-b969-604ea6984ad7.png",
      "completed_at": "2026-10-14T22:52:32.327994+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-2773.274, -3049.374, -641.875], yaw=-161.571, pitch=-8.474. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3f2c63cb-a7f7-4add-91c8-1764e9c7d873.png",
      "completed_at": "2026-10-14T22:52:04.565678+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-3090.348, -3069.413, -641.875], yaw=-135.025, pitch=-26.767. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-85a5fcc0-02cf-437c-92cc-15335066f3d4.png",
      "completed_at": "2026-10-14T22:53:24.267164+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-3371.176, -3223.6, -587.177], yaw=-85.076, pitch=-23.674. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4e91b5b3-6b84-462a-b21f-6f8d11f26be5.png",
      "completed_at": "2026-10-14T22:53:00.857067+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-3531.754, -3417.538, -398.34], yaw=-30.882, pitch=14.203. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-14b2d2b4-c4b6-4dab-b068-5a9592df3579.png",
      "completed_at": "2026-10-14T22:53:32.929769+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-3414.545, -3676.812, -315.456], yaw=22.391, pitch=28.368. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f226068a-fa2e-4e22-bbaf-50547cbdfa5d.png",
      "completed_at": "2026-10-14T22:54:49.566975+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-3150.41, -3737.341, -481.059], yaw=60.021, pitch=13.082. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e3d14366-23ec-44cb-9510-4002844733e1.png",
      "completed_at": "2026-10-14T22:56:00.301841+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-2927.806, -3554.052, -615.522], yaw=80.035, pitch=1.007. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-69d0b9a8-3675-49fa-aa70-7c0c98057914.png",
      "completed_at": "2026-10-14T22:56:23.607983+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-2815.771, -3250.856, -641.875], yaw=83.384, pitch=-10.535. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2dabd7c7-c01d-4dfd-a7ea-31e49476ec35.png",
      "completed_at": "2026-10-14T22:55:59.946401+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-2800.451, -2924.297, -641.875], yaw=70.472, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-db68e59d-3dfc-411f-8ced-7d6bf08f0ea6.png",
      "completed_at": "2026-10-14T22:53:55.126691+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-2763.273, -2613.395, -569.535], yaw=32.084, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-41b723b6-e668-4d10-af19-6759eac72bdd.png",
      "completed_at": "2026-10-14T22:56:22.872500+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-2665.998, -2438.283, -324.268], yaw=23.83, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2eab3ac2-f04d-4e54-954f-4f3f32ebc481.png",
      "completed_at": "2026-10-14T22:56:20.813178+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-2491.417, -2437.265, -65.107], yaw=37.967, pitch=-24.057. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8be5f4d3-6b4a-4488-a0f4-e165db9efdf4.png",
      "completed_at": "2026-10-14T22:56:59.989727+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-3149.052, -3097.787, -636.937], yaw=-18.393, pitch=-11.908. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ab55d380-094e-4d8f-9913-f8885e229e69.png",
      "completed_at": "2026-10-14T22:57:17.711728+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-3237.291, -3742.941, -419.776], yaw=114.564, pitch=12.889. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-aa861c3e-db26-4a6b-8563-e700cd4839f2.png",
      "completed_at": "2026-10-14T22:57:54.063594+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-2799.917, -2876.103, -637.478], yaw=-102.64, pitch=-3.057. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8def9d6c-d580-4963-92ab-432af39e9903.png",
      "completed_at": "2026-10-14T22:59:15.897829+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-2326.557, -2334.574, -24.298], yaw=-153.308, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-16cf559a-90a1-496d-b67e-4aa7f1ada742.png",
      "completed_at": "2026-10-14T22:59:32.710597+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: aqua-bowl/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier aqua-bowl; the intended infrastructure role is equalization basin, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-2624, -3520, 224], yaw=157.983, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ecaab57d-26bf-4484-9b9c-0b1393b20d60.png",
      "completed_at": "2026-10-14T22:59:16.542132+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-2436.782, -2131.371, 62.725], yaw=135.325, pitch=0.037. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/purple-speedway/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c60b10e2-de20-47b7-8ea7-2ea1eee5b1fc.png",
      "completed_at": "2026-10-14T22:59:35.943783+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-2751.51, -1881.731, 62.251], yaw=144.354, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9781d9ee-c4db-4f09-8a58-fb15c2b5b5f9.png",
      "completed_at": "2026-10-14T22:58:58.774866+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-3023.999, -1566.963, 62.251], yaw=173.894, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6b7fecc0-cd1b-4835-9b84-5fa2e63609a8.png",
      "completed_at": "2026-10-14T22:58:41.507896+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-3422.392, -1447.702, 62.251], yaw=-174.465, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-27d38ea7-53c6-4098-8efc-30d59ec27cb3.png",
      "completed_at": "2026-10-14T22:59:33.496440+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-3839.011, -1500.953, 62.251], yaw=178.87, pitch=-3.561. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5db34708-cc58-498c-a4c6-6b2dd382cd29.png",
      "completed_at": "2026-10-14T23:01:33.635736+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-4257.658, -1516.984, 71.945], yaw=173.505, pitch=-1.71. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-78aec279-b71b-469e-be88-bd6a197e2da4.png",
      "completed_at": "2026-10-14T22:59:35.886168+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-4674.11, -1476.129, 110.455], yaw=-177.254, pitch=-1.823. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-223b798f-c19f-4124-bc63-f4fb1d11309f.png",
      "completed_at": "2026-10-14T23:00:37.471094+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-5088.02, -1440.818, 106.252], yaw=-165.499, pitch=0.681. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1f9c9b33-c0fc-470e-b48d-f4aa6b4f961a.png",
      "completed_at": "2026-10-14T23:02:22.168429+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-5497.554, -1530.892, 133.444], yaw=-163.719, pitch=5.347. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c91c4e3f-944e-4f8e-ad63-9c9c0d9cdefc.png",
      "completed_at": "2026-10-14T23:01:12.130667+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-5896.024, -1655.07, 83.039], yaw=-171.311, pitch=1.542. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-53141eae-9d23-4037-af55-83ef5a4d7a38.png",
      "completed_at": "2026-10-14T23:03:32.507433+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-6302.064, -1756.218, 62.125], yaw=178.35, pitch=-3.449. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-788161f1-0b03-492b-a6b7-8e18cbca4a62.png",
      "completed_at": "2026-10-14T23:03:32.622211+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-6721.422, -1765.53, 72.039], yaw=172.855, pitch=-1.693. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1f87d327-0721-4b83-afac-f3d09d77a7d8.png",
      "completed_at": "2026-10-14T23:03:58.132369+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-7138.264, -1725.153, 110.279], yaw=170.739, pitch=1.5. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c3ab2107-bea0-45b7-81c9-629958ac292e.png",
      "completed_at": "2026-10-14T23:03:35.128867+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-7552.645, -1657.215, 86.113], yaw=-179.129, pitch=-0.821. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1dad723a-1cee-469b-9444-d7bc70a7d3c2.png",
      "completed_at": "2026-10-14T23:01:11.116384+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-7964.181, -1592.687, 98.153], yaw=-136.311, pitch=1.716. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-df3879eb-3dc1-4bf1-b163-0f47a11fcba6.png",
      "completed_at": "2026-10-14T23:03:05.241219+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-3922.331, -1513.042, 62.251], yaw=1.255, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ff931e01-65f2-44f2-a8e2-4f71f852cbda.png",
      "completed_at": "2026-10-14T23:03:32.699151+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-5364.57, -1497.199, 133.32], yaw=0.961, pitch=1.774. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a9ab2e90-20da-4a69-9734-b526a496a38a.png",
      "completed_at": "2026-10-14T23:05:45.711334+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-6782.843, -1761.114, 81.964], yaw=4.927, pitch=1.439. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d10dec40-8a4a-4976-b2d2-ebbe0bd15c3d.png",
      "completed_at": "2026-10-14T23:05:12.476247+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-8172.948, -1590.879, 62.125], yaw=-6.607, pitch=-2.728. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6154fcf1-2339-4952-9c72-6fa41b621695.png",
      "completed_at": "2026-10-14T23:06:33.839780+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: purple-speedway/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier purple-speedway; the intended infrastructure role is outflow culvert, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-2272, -2144, 224], yaw=162.416, pitch=5.287. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7d9e0063-4a96-4929-bc12-f0c93271b97c.png",
      "completed_at": "2026-10-14T23:05:51.974237+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-8145.562, -2036.191, -0.196], yaw=-92.672, pitch=22.64. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-bae8a6f5-a3c4-4a09-b4ec-13a9acd6a8cb.png",
      "completed_at": "2026-10-14T23:04:53.569898+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-8176.875, -2455.117, -150.513], yaw=-59.328, pitch=15.285. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-efef473c-6a94-470a-a50d-b45d99a641fd.png",
      "completed_at": "2026-10-14T23:06:02.877827+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-8131.292, -2878.173, -320.951], yaw=-8.641, pitch=12.656. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a236924a-3e0d-4afc-bae6-06ee8499fce4.png",
      "completed_at": "2026-10-14T23:06:34.554124+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-7705.427, -2986.8, -376.068], yaw=2.412, pitch=19.93. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c1079342-e387-4eb3-9f45-89e79511309b.png",
      "completed_at": "2026-10-14T23:07:07.439351+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-7274.21, -2962.239, -502.062], yaw=3.985, pitch=15.901. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c7b811fa-0320-4888-b150-9220e59f103f.png",
      "completed_at": "2026-10-14T23:06:06.671592+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-6847.398, -2948.111, -700.035], yaw=16.37, pitch=0.433. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-01328c89-1a9a-4b8e-8b57-a829d7360b6a.png",
      "completed_at": "2026-10-14T23:07:31.441372+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-6388.034, -2833.691, -705.749], yaw=-0.773, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c786a52d-733a-42b9-9d6f-cb490197edb0.png",
      "completed_at": "2026-10-14T23:08:34.367545+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-5929.26, -2744.409, -705.749], yaw=-35.796, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-cc20da4c-9616-415e-bbfc-a39f8a32bfb0.png",
      "completed_at": "2026-10-14T23:07:33.623486+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-5506.137, -2958.42, -705.749], yaw=-63.065, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-63ee175f-cf09-40a9-b3ce-b5fd753ccdc3.png",
      "completed_at": "2026-10-14T23:07:38.203727+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-5239.312, -3353.194, -705.749], yaw=-84.056, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f9e43551-b446-4f0a-a6db-2f6574c1aa22.png",
      "completed_at": "2026-10-14T23:08:34.299132+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-5147.853, -3822.515, -705.749], yaw=-87.159, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f6e60159-ded8-43cd-a0d9-288121dd208a.png",
      "completed_at": "2026-10-14T23:09:52.956588+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-5158.306, -4302.656, -705.749], yaw=-76.576, pitch=-0.073. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-febbfbd3-baae-47a0-b882-df2759cf8ccd.png",
      "completed_at": "2026-10-14T23:09:50.286697+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-5052.728, -4770.101, -705.749], yaw=-83.037, pitch=-9.626. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-0ef38d6a-d21d-4b00-ac16-03d9f6c8eace.png",
      "completed_at": "2026-10-14T23:10:21.439330+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-4958.897, -5238.651, -683.286], yaw=-89.984, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2a046bb5-9d67-4ebd-ba91-661b0e2f995f.png",
      "completed_at": "2026-10-14T23:09:27.406504+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-4969.065, -5625.51, -432.854], yaw=-64.905, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8e84f1ba-1033-49eb-b7ae-78e0ec64ec8b.png",
      "completed_at": "2026-10-14T23:09:51.007343+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-7184.823, -2957.35, -531.857], yaw=-179.423, pitch=-17.609. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-56092c50-520d-4ebd-bb0e-67eec17a6d62.png",
      "completed_at": "2026-10-14T23:11:04.820275+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-5629.974, -2862.807, -705.749], yaw=176.179, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ea408d0d-630c-45e6-af46-cef585b0bf39.png",
      "completed_at": "2026-10-14T23:11:42.354139+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-5151.188, -4373.501, -705.749], yaw=91.307, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-36d92215-5412-434a-b064-7f89ad457a17.png",
      "completed_at": "2026-10-14T23:10:44.409220+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-4957.894, -5680.238, -140.952], yaw=90.061, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-273bd9cb-d779-4518-9cc3-7da5f0011dd9.png",
      "completed_at": "2026-10-14T23:12:54.130762+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: orange-chute/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier orange-chute; the intended infrastructure role is spillway chute, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-8160, -1824, 64], yaw=-40.817, pitch=24.903. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c4eff7dc-c9f2-4fd7-9259-bff05b2d8ccf.png",
      "completed_at": "2026-10-14T23:13:29.325307+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-5114.976, -5681.835, 125.385], yaw=-154.918, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept 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-f77475ae-24a8-49d0-bd3a-e9cc01d1f204.png",
      "completed_at": "2026-10-14T23:13:28.453673+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-5102.482, -5684.479, 159.99], yaw=179.16, pitch=-16.907. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-57845f57-a714-49be-8e04-7aa19477e108.png",
      "completed_at": "2026-10-14T23:13:28.180421+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-5077.9, -5698.671, 183.203], yaw=162.293, pitch=-2.613. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6caa8ceb-69f3-4ea1-9dad-91f4312030e9.png",
      "completed_at": "2026-10-14T23:13:58.317492+00:00"
    },
    {
      "id": "telekinetic-noobyportal/04",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -5064.623,
          -5728.796,
          152.125
        ],
        "eye": [
          -5064.623,
          -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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-5064.623, -5728.796, 190.125], yaw=148.912, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept 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-c893091d-b55c-4ed4-820c-fec9a1bf98eb.png",
      "completed_at": "2026-10-14T23:12:53.551554+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-5085.822, -5755.548, 190.125], yaw=137.421, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-85eef0e5-f24c-4463-9554-8b2553f1347a.png",
      "completed_at": "2026-10-14T23:13:59.482041+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-5121.657, -5753.999, 190.125], yaw=131.818, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6700ba41-1e9a-4dd0-aa14-c76247959ae5.png",
      "completed_at": "2026-10-14T23:14:49.345952+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-5153.063, -5735.379, 190.125], yaw=131.115, pitch=0.001. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9c87dcd3-91d6-4c56-a2b2-1a53a9a49f7b.png",
      "completed_at": "2026-10-14T23:14:53.119192+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-5179.417, -5709.638, 190.125], yaw=132.496, pitch=6.806. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1c2d8922-25c3-4a7d-a819-6b1bd11ecb62.png",
      "completed_at": "2026-10-14T23:14:53.324507+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-5203.013, -5681.292, 190.125], yaw=133.625, pitch=17.659. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5dfe890a-9480-4ee4-bd2f-51b3964da8b1.png",
      "completed_at": "2026-10-14T23:17:49.110688+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-5223.557, -5650.661, 190.125], yaw=135.813, pitch=22.786. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-bc24226d-683f-4549-804f-937e099471d7.png",
      "completed_at": "2026-10-14T23:17:47.251198+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-5243.654, -5619.729, 190.125], yaw=139.388, pitch=28.126. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-96b0a35c-7651-41d6-8821-5b66d66f3991.png",
      "completed_at": "2026-10-14T23:17:47.533040+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-5265.543, -5590.083, 190.125], yaw=144.346, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d7cfd115-2a04-4576-9190-60403e10e967.png",
      "completed_at": "2026-10-14T23:18:39.768912+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-5291.783, -5564.285, 190.125], yaw=149.818, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8d21efb0-d7d4-49c5-8d93-5f8d02215408.png",
      "completed_at": "2026-10-14T23:17:17.884171+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-5320.961, -5543.986, 189.091], yaw=156.652, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-96d8320b-7412-4cf2-a2d3-747e65883693.png",
      "completed_at": "2026-10-14T23:18:39.985310+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-5338.72, -5536.034, 159.854], yaw=150.576, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-67370601-4bef-4849-84eb-f98f8da5fd5c.png",
      "completed_at": "2026-10-14T23:18:39.859325+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-5092.69, -5757.854, 190.125], yaw=109.901, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4809252c-34fe-40b8-8344-d5de5764f0c2.png",
      "completed_at": "2026-10-14T23:18:39.923092+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-5195.46, -5690.647, 190.125], yaw=4.42, pitch=23.619. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept 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-3898ef20-cd29-43d8-80cd-482222c0c325.png",
      "completed_at": "2026-10-14T23:20:16.193288+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-5269.146, -5585.973, 190.125], yaw=-44.297, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-39e2381d-6aea-4c2f-8d15-9ca2bbac67bd.png",
      "completed_at": "2026-10-14T23:19:09.769027+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier telekinetic-noobyportal; the intended infrastructure role is control room, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-5342.464, -5534.652, 137.257], yaw=-46.693, pitch=-13.875. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-33c1022e-dab5-4a72-b6fe-fe110d27500d.png",
      "completed_at": "2026-10-14T23:20:44.644806+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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Edit the supplied greybox image while preserving its composition and all plane boundaries exactly. This camera shows ONLY an exposed flat ground plane below a near-horizontal horizon at about 52% of image height, and OPEN SKY across the entire top 52%. There is NO WALL, NO BUILDING, NO CEILING and NO ENCLOSURE. Keep that upper area open sky. Do not reinterpret the blue sky as a wall. Do not add any architecture, objects, openings, scenery, railings or props. Keep the low simple composition even though it is sparse. Replace the ground's diagnostic grid with a realistic dark graphite mineral material, broad faint cool reflection and subtle wear, according to a clean modern municipal Waterworks game moodboard. Sky should remain pale cool blue-grey with soft diffuse daylight and very subtle atmospheric texture. Ground remains a single flat plane, same exact slope, horizon and camera. No frost, ice, snow, standing water, neon, signage, characters, diagrams or text. One full-frame landscape 16:9 image, no crop. This is an exact camera composition edit, not an architectural concept scene.",
      "previous_prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: telekinetic-noobyportal/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "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-711e8d3f-6429-48b7-b45d-aae93fec741a.png",
      "completed_at": "2026-10-14T23:19:32.487132+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/telekinetic-noobyportal/20_overview_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4b94a4c8-3a30-4dc7-86cf-28a11226a2b0.png",
          "reason": "Replaced because source open sky became a wall."
        }
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-5401.329, -5546.319, -315.351], yaw=-174.21, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5b2a0069-4e6c-43de-9be0-50d7a0f8a473.png",
      "completed_at": "2026-10-14T23:20:17.491529+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-5837.565, -5573.339, -658.918], yaw=-176.678, pitch=-0.03. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-14209b0a-ffa1-48a7-9e10-26539c38d742.png",
      "completed_at": "2026-10-14T23:20:46.278564+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-6644.937, -5616.854, -668.745], yaw=111.583, pitch=0.232. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-0a4dbe4e-ead5-4754-a4ec-b14d70eb3462.png",
      "completed_at": "2026-10-14T23:20:46.411691+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-6879.564, -4942.519, -689.367], yaw=99.439, pitch=-2.396. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6b275b33-65a8-447d-965c-4e87be514143.png",
      "completed_at": "2026-10-14T23:20:43.893078+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-7031.271, -4146.973, -664.704], yaw=135.935, pitch=-1.652. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d3e7b095-83d3-4b1c-8dad-32ac9572c92c.png",
      "completed_at": "2026-10-14T23:21:33.078532+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-7630.198, -3598.24, -640.287], yaw=172.97, pitch=-3.061. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e3ecc1a8-b47a-4b15-8706-d7c9b2e07aee.png",
      "completed_at": "2026-10-14T23:22:32.173759+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-8394.659, -3570.349, -597.314], yaw=-81.692, pitch=-2.842. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-dda075eb-2eec-46f7-8a5a-1f1ee933846a.png",
      "completed_at": "2026-10-14T23:21:12.917778+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-8249.63, -4364.841, -555.618], yaw=-36.392, pitch=-3.121. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-211db347-85a1-427d-ba99-b118eab220da.png",
      "completed_at": "2026-10-14T23:24:23.392232+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-7575.559, -4831.076, -508.234], yaw=18.272, pitch=-3.39. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1d927e61-47fb-4ad3-b617-f8f43360a631.png",
      "completed_at": "2026-10-14T23:24:19.047985+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-6859.393, -4550.966, -462.044], yaw=84.486, pitch=-1.693. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-98b99d27-34fe-4c6b-afbf-3a9435361c6a.png",
      "completed_at": "2026-10-14T23:22:25.796257+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-6807.899, -3741.27, -437.006], yaw=131.419, pitch=-3.034. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-69fb3d2d-899f-4974-a836-00f5c35594c9.png",
      "completed_at": "2026-10-14T23:21:58.416409+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-7354.358, -3182.718, -395.596], yaw=-172.195, pitch=-2.488. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1705906b-da9f-4f91-87f1-d13e8d5ccd69.png",
      "completed_at": "2026-10-14T23:22:32.415375+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-8161.61, -3318.257, -359.152], yaw=-116.88, pitch=-2.783. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-bb0ac06d-b6d2-4f7d-b2fa-3e6b5ff1b2a9.png",
      "completed_at": "2026-10-14T23:23:31.544737+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-8495, -4037.067, -312.293], yaw=-75.174, pitch=-33.974. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6c7c9764-2578-4f34-87bb-6a067021b467.png",
      "completed_at": "2026-10-14T23:24:56.599797+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-8310.749, -4700.49, 122.499], yaw=-26.28, pitch=-6.104. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c0d30335-d2f0-4b22-bc3d-3734edf0b198.png",
      "completed_at": "2026-10-14T23:23:54.401059+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-7113.089, -4005.283, -699.317], yaw=-71.532, pitch=-3.119. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-786aac57-be8a-4ee0-91fc-4992d435533a.png",
      "completed_at": "2026-10-14T23:24:18.930223+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-7826.834, -4728.33, -518.037], yaw=134.104, pitch=3.843. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-284c9ced-3836-4cfc-8018-78846d46dd34.png",
      "completed_at": "2026-10-14T23:24:56.989516+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-7477.229, -3166.886, -390.665], yaw=-33.443, pitch=2.943. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-46ec4da4-78b0-4b01-9131-da89e389553a.png",
      "completed_at": "2026-10-14T23:25:42.332600+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-7976.103, -4932.732, 233.507], yaw=133.755, pitch=17.567. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-97583788-583d-4cdc-b79e-d8f7e9976eff.png",
      "completed_at": "2026-10-14T23:24:05.209573+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: brown-spiral/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier brown-spiral; the intended infrastructure role is helical access ramp, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-5376, -5536, 64], yaw=139.214, pitch=14.111. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d042e189-6331-4a46-b21b-b847f0114bd9.png",
      "completed_at": "2026-10-14T23:26:59.997514+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-7466.031, -5291.697, -4.447], yaw=-3.503, pitch=17.417. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c3ce1fd3-dac9-4737-9248-15fc22649a85.png",
      "completed_at": "2026-10-14T23:25:18.716237+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-6805.962, -5328.58, -193.875], yaw=-43.926, pitch=-0.011. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-76ef4883-5a29-4316-9fcd-a6f48d02f767.png",
      "completed_at": "2026-10-14T23:26:32.568936+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-6290.449, -5875.008, -193.749], yaw=-107.381, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1e0a3203-20c5-4a04-8b79-33179e2f3cde.png",
      "completed_at": "2026-10-14T23:27:02.349729+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-6566.173, -6633.054, -193.749], yaw=-151.759, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-58ed0550-3b4b-4e3f-be28-ea827a321d80.png",
      "completed_at": "2026-10-14T23:25:39.684154+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-7312.345, -7011.309, -193.749], yaw=-178.735, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e7d43483-7518-44b3-9550-978c511230eb.png",
      "completed_at": "2026-10-14T23:27:55.229564+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-8151.664, -7012.236, -193.749], yaw=155.155, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-0fd13bc7-54d6-4baf-a86b-5392517132c6.png",
      "completed_at": "2026-10-14T23:28:38.962693+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-8907.24, -6645.452, -193.749], yaw=136.326, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-399673fb-1db1-4c39-a7a9-def6f96f3467.png",
      "completed_at": "2026-10-14T23:27:02.294388+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-9511.418, -6056.672, -193.749], yaw=126.168, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-394adec4-811e-4ec0-a20f-8d1a6b4f121f.png",
      "completed_at": "2026-10-14T23:28:04.991276+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-10003.752, -5369.964, -193.749], yaw=112.512, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ded60f44-2611-45e3-a036-dfe8370c491b.png",
      "completed_at": "2026-10-14T23:29:03.201087+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-10318.438, -4586.75, -193.749], yaw=104.778, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-0fe4fe4e-c871-4ce1-adf9-f68a1c29caf4.png",
      "completed_at": "2026-10-14T23:28:19.956250+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-10533.712, -3768.279, -193.749], yaw=103.468, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b89dd48b-315e-42f6-8da2-7213387a7327.png",
      "completed_at": "2026-10-14T23:30:00.431460+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-10717.007, -2943.808, -193.749], yaw=91.171, pitch=-0.75. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-16da2f62-a08c-40db-88ff-092117d6a61e.png",
      "completed_at": "2026-10-14T23:28:05.064002+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-10724.511, -2099.516, -174.284], yaw=36.099, pitch=-1.565. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f8c59336-8fc9-4ad9-b73a-cc0965cf236c.png",
      "completed_at": "2026-10-14T23:28:05.171306+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-10089.356, -1711.349, -161.773], yaw=-61.952, pitch=12.89. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b7786ed6-2e42-4de1-98ef-1e6ebe1414c4.png",
      "completed_at": "2026-10-14T23:29:34.465607+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-9796.653, -2379.911, -342.376], yaw=-152.617, pitch=24.468. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7fb1ed3e-7d84-490f-80eb-f0db56444c05.png",
      "completed_at": "2026-10-14T23:30:03.005553+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-7478.925, -7041.078, -193.749], yaw=19.723, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4b64aa9c-1e82-4244-98ab-6dc954abd1c7.png",
      "completed_at": "2026-10-14T23:29:29.455219+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-9857.981, -5604.075, -193.749], yaw=-51.884, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d6390dd6-0674-470b-8f7a-29eeb279c83e.png",
      "completed_at": "2026-10-14T23:29:34.629233+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-10723.849, -2818.613, -193.749], yaw=-79.477, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3f371f9a-981b-4241-b2a5-5e2321abc5d1.png",
      "completed_at": "2026-10-14T23:30:08.412388+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-10165.196, -2660.823, -554.325], yaw=50.478, pitch=-23.501. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e95a878e-ca6e-4eca-b95b-8cba28543292.png",
      "completed_at": "2026-10-14T23:30:00.137524+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: avocado-centrifuge/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier avocado-centrifuge; the intended infrastructure role is grit separator, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-7680, -5152, 224], yaw=-103.666, pitch=13.362. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6c3ccd62-4728-4af8-a79a-0bf745fab01c.png",
      "completed_at": "2026-10-14T23:31:05.985740+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-8402.9, -1075.173, -640.7], yaw=26.153, pitch=0.143. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-422de422-047a-41ac-85f0-e31a76d12f83.png",
      "completed_at": "2026-10-14T23:30:03.795249+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-8170.029, -1067.049, -641.749], yaw=26.399, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2edd869d-dbcf-4405-aeb6-55827d296e74.png",
      "completed_at": "2026-10-14T23:32:09.988311+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-7749.452, -763.911, -641.749], yaw=-10.347, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-04070869-a13e-4133-8572-bd5bd2e910d1.png",
      "completed_at": "2026-10-14T23:31:33.857636+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-7220.649, -801.99, -641.749], yaw=-26.097, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-dbd4480f-52c3-4883-8c63-8cec70bc5eab.png",
      "completed_at": "2026-10-14T23:32:30.576106+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-6741.663, -1043.405, -641.749], yaw=-14.543, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f62cedfe-80b9-42b8-987e-87a84c375cf6.png",
      "completed_at": "2026-10-14T23:31:54.811786+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-6236.217, -1216.205, -641.749], yaw=4.393, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-923842b9-ee8b-4105-b6b6-35b0da2eb9bc.png",
      "completed_at": "2026-10-14T23:31:05.839392+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-5701.43, -1211.103, -641.749], yaw=17.145, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-09cf288c-06e8-4800-bd99-e083a3762fb5.png",
      "completed_at": "2026-10-14T23:31:54.641306+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-5187.021, -1059.975, -641.749], yaw=14.725, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/pink-fling/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-81d1f6ba-79e0-4c23-9b90-8e51fde0fea0.png",
      "completed_at": "2026-10-14T23:32:33.007460+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-4675.188, -899.002, -641.749], yaw=0.146, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/pink-fling/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3fbd8ced-50e8-41ed-a4ae-20fe12d2708b.png",
      "completed_at": "2026-10-14T23:34:12.252817+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-4141.227, -865.422, -641.749], yaw=-10.342, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/pink-fling/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f5f1d2fe-b41c-480b-bd13-cfe4d58489e1.png",
      "completed_at": "2026-10-14T23:34:12.321119+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-3612.608, -957.335, -641.749], yaw=-10.377, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e4fdb7a3-80ce-4043-8283-d1ea8eca064d.png",
      "completed_at": "2026-10-14T23:32:33.264282+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-3085.95, -1061.739, -641.749], yaw=-4.616, pitch=-3.01. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-77273c84-be9e-4083-8d85-2b5bbae1b3ab.png",
      "completed_at": "2026-10-14T23:34:39.369024+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-2552.678, -1120.597, -640.72], yaw=10.879, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e81a2c07-c0d1-4561-b174-66f2ec61db06.png",
      "completed_at": "2026-10-14T23:34:12.655839+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-2144.838, -1094.703, -375.421], yaw=134.755, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-311b0d5c-2d82-4d1c-960a-98c37e724fad.png",
      "completed_at": "2026-10-14T23:34:12.374783+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-2327.946, -919.579, 67.377], yaw=139.701, pitch=-7.956. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3a7a6bde-7ee4-4620-8f1e-0fd102c2ca16.png",
      "completed_at": "2026-10-14T23:35:11.627916+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-6645.333, -1090.838, -641.749], yaw=155.066, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-0d4adb4b-8216-4ff3-bafa-a63c7035f8af.png",
      "completed_at": "2026-10-14T23:35:10.912166+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-4844.325, -943.601, -641.749], yaw=-161.695, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7fbdd9b7-edc0-47ba-9c2e-3c5a3c57e918.png",
      "completed_at": "2026-10-14T23:35:11.700113+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-3007.499, -1074.875, -641.749], yaw=168.917, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-43db57b4-8962-433d-83ae-cce5165fe633.png",
      "completed_at": "2026-10-14T23:37:14.301518+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-2530.266, -692.868, 196.309], yaw=-44.405, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a464cd9b-fc9b-4d0c-8ac7-cc51329906ad.png",
      "completed_at": "2026-10-14T23:37:00.902641+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: pink-fling/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier pink-fling; the intended infrastructure role is pump hall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-8416, -1280, 224], yaw=1.733, pitch=22.62. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5e448e70-bbc6-43ae-8b06-f2494e2d4172.png",
      "completed_at": "2026-10-14T23:36:29.567840+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-2889.729, -346.898, 123.021], yaw=178.991, pitch=23.823. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-df92b654-73ca-4004-b8d6-45fa2450ef5f.png",
      "completed_at": "2026-10-14T23:37:02.612190+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-3558.497, -335.125, -172.403], yaw=180, pitch=27.509. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-269cbea8-c9e7-4c1f-8a14-07a3fe54d85e.png",
      "completed_at": "2026-10-14T23:38:05.510727+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-4235.374, -335.125, -524.876], yaw=-180, pitch=24.091. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b0e95c40-c5ef-4490-973b-52a8d6b79a8c.png",
      "completed_at": "2026-10-14T23:37:00.056242+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-4936.812, -335.125, -838.522], yaw=115.674, pitch=28.352. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5734496e-893a-450b-bf28-cd2d1f55c2d5.png",
      "completed_at": "2026-10-14T23:37:03.980876+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-5145.018, 98.164, -1098.35], yaw=88.244, pitch=26.767. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9c2f9f84-31ec-4e0c-af2a-303b91dcab21.png",
      "completed_at": "2026-10-14T23:37:02.245631+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-5125.904, 716.01, -1409.875], yaw=32.847, pitch=-4.095. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7b5e1dbf-3475-4949-a738-5a01c97134ca.png",
      "completed_at": "2026-10-14T23:37:00.849096+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-4528.5, 1101.302, -1359.046], yaw=-28.879, pitch=3.901. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7e3954ad-c84b-435d-bd85-004a7a55e259.png",
      "completed_at": "2026-10-14T23:39:37.111891+00:00"
    },
    {
      "id": "gray-vert/08",
      "route": "gray-vert",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -3875.513,
          740.917,
          -1447.875
        ],
        "eye": [
          -3875.513,
          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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-3875.513, 740.917, -1409.875], yaw=-65.863, pitch=-17.514. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f4f8c9c6-a851-41a8-b540-cbfad9382fb0.png",
      "completed_at": "2026-10-14T23:38:42.182317+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-3592.957, 110.161, -1191.422], yaw=-90.203, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f2aa717a-b9a2-4407-b1dd-7b6472389ff5.png",
      "completed_at": "2026-10-14T23:38:08.767666+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-3593.6, -30.518, -447.964], yaw=176.011, pitch=-1.276. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/gray-vert/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4f961516-a85d-4c61-9342-7edb98f8b66e.png",
      "completed_at": "2026-10-14T23:38:07.557316+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-4170.825, 9.784, -435.493], yaw=175.887, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/gray-vert/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d487813a-55e9-40e1-aa6e-7e71f7184e24.png",
      "completed_at": "2026-10-14T23:38:08.160892+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-4618.618, 42.088, -1055.806], yaw=117.614, pitch=29.657. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/gray-vert/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-00fb79f6-f89e-49d8-9bcd-ddb11777f192.png",
      "completed_at": "2026-10-14T23:37:36.704276+00:00"
    },
    {
      "id": "gray-vert/13",
      "route": "gray-vert",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -4906.942,
          593.653,
          -1447.875
        ],
        "eye": [
          -4906.942,
          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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-4906.942, 593.653, -1409.875], yaw=89.28, pitch=-16.76. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/gray-vert/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-581368aa-4644-428a-9a4a-c472eebcc727.png",
      "completed_at": "2026-10-14T23:40:07.040509+00:00"
    },
    {
      "id": "gray-vert/14",
      "route": "gray-vert",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -4898.152,
          1291.421,
          -1237.371
        ],
        "eye": [
          -4898.152,
          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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-4898.152, 1291.421, -1199.371], yaw=103.36, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a2af40a3-d763-4ea3-8f70-bf9a9a002382.png",
      "completed_at": "2026-10-14T23:38:41.115591+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-4926.984, 1412.454, -454.246], yaw=-135.562, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ea248434-2c2a-4aab-828f-fb9cdaf436c2.png",
      "completed_at": "2026-10-14T23:40:17.820803+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-5153.179, 159.504, -1238.682], yaw=-81.137, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7328e6e9-eac1-4e23-b90d-ec44dcae98dd.png",
      "completed_at": "2026-10-14T23:40:04.043432+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-3639.573, 293.407, -1351.355], yaw=123.825, pitch=4.344. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f2222d52-eb8a-4f33-a522-7e99e1ba2c9d.png",
      "completed_at": "2026-10-14T23:40:06.905231+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-4676.31, 81.728, -1145.425], yaw=-7.836, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e9c4ea50-ecda-4fd5-aead-14a21db9d557.png",
      "completed_at": "2026-10-14T23:40:38.849922+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-5017.863, 1356.123, 6.947], yaw=22.04, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-32982c75-a7c2-4a70-a9c9-b3b66b93af38.png",
      "completed_at": "2026-10-14T23:41:08.263273+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: gray-vert/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier gray-vert; the intended infrastructure role is surge shaft, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-2720, -544, 160], yaw=152.715, pitch=30.649. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 6 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-349cde3c-594f-4f16-8e0b-85074d6469de.png",
      "completed_at": "2026-10-14T23:41:38.677803+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-5882.079, 83.422, -896.875], yaw=102.486, pitch=10.739. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ccf45251-1208-471b-a9ac-7e51a217451b.png",
      "completed_at": "2026-10-14T23:41:55.431080+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-6053.407, 754.862, -1027.73], yaw=139.19, pitch=7.33. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3ddc7c44-13be-4b6d-b00c-e0683f5b4b33.png",
      "completed_at": "2026-10-14T23:42:39.443017+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-6688.816, 1276.242, -1128.861], yaw=170.726, pitch=1.738. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-15698bdb-09cc-497c-a002-0186b09c5e21.png",
      "completed_at": "2026-10-14T23:41:38.615910+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-7513.058, 1395.485, -1152.589], yaw=-177.527, pitch=-17.159. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-cb5ca7f2-f28a-4af7-bcf1-832c553bc072.png",
      "completed_at": "2026-10-14T23:41:34.245981+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-8245.588, 1372.974, -876.769], yaw=118.617, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-48cb33f9-05dd-431a-a044-7b8ed54e4dc2.png",
      "completed_at": "2026-10-14T23:42:13.778031+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-8323.781, 1536.03, -63.294], yaw=89.366, pitch=5.596. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-23084f98-5fa7-4fea-8d09-e3c125001eeb.png",
      "completed_at": "2026-10-14T23:43:23.641910+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-8316.786, 2016.627, -170.654], yaw=77.684, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/slate-air/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0a709af8-94a9-4d6a-b83f-9a21613ac5c8.png",
      "completed_at": "2026-10-14T23:43:35.905279+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-8215.734, 2350.837, -925.95], yaw=12.537, pitch=18.323. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/slate-air/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3410457e-d024-4c08-975d-bf155d62dc6b.png",
      "completed_at": "2026-10-14T23:44:14.343445+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-7471.678, 2498.163, -1153.875], yaw=-10.986, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-612c6a9b-762c-436a-8727-d0a32fd0fb10.png",
      "completed_at": "2026-10-14T23:44:13.545808+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-6649.356, 2332.875, -1153.875], yaw=-21.83, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e2f86acc-8246-47c7-b3ce-4c3c4553cf7c.png",
      "completed_at": "2026-10-14T23:44:16.976547+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-5869.313, 2021.858, -1153.875], yaw=-11.051, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b5d1fca8-2d8a-42e7-a932-52afdda50892.png",
      "completed_at": "2026-10-14T23:44:14.869229+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-5045.789, 1866.632, -1153.875], yaw=-0.302, pitch=-15.698. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-1b89c218-c4a2-4743-91ed-f1f9985e238c.png",
      "completed_at": "2026-10-14T23:45:21.238561+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-4287.658, 1869.692, -903.54], yaw=11.114, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-fdf56266-5094-4de9-bebe-6a7ae90889eb.png",
      "completed_at": "2026-10-14T23:45:21.312842+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-3633.369, 1996.721, -395.382], yaw=4.117, pitch=-21.903. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3649981e-f931-4079-85ed-fb5894a4c7c4.png",
      "completed_at": "2026-10-14T23:47:21.982538+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-2855.568, 2046, -95.582], yaw=-36.403, pitch=-28.067. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d0f5ddfc-216b-433d-acc5-2b521ee7d01e.png",
      "completed_at": "2026-10-14T23:44:13.091853+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-8295.295, 1392.386, -718.273], yaw=-2.178, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-47f06754-74a1-4b70-91a2-cffb052dada3.png",
      "completed_at": "2026-10-14T23:46:20.576753+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-7745.098, 2489.748, -1153.653], yaw=-158.313, pitch=-34.96. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e3854ff3-6876-459d-95ec-7fd5066e816f.png",
      "completed_at": "2026-10-14T23:46:54.355219+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-4921.927, 1854.278, -1153.875], yaw=171.765, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6933d106-298b-466b-9b8c-cbe98bad431d.png",
      "completed_at": "2026-10-14T23:47:18.055751+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-2494.048, 1980.931, 123.644], yaw=173.733, pitch=24.797. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5c131bd4-0d84-48cf-b7c9-242032c2ec82.png",
      "completed_at": "2026-10-14T23:45:21.020867+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: slate-air/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier slate-air; the intended infrastructure role is surge chamber, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-6016, 1696, 224], yaw=-175.901, pitch=8.437. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a376b70b-48bf-46c4-b8e1-d309b4fd3985.png",
      "completed_at": "2026-10-14T23:47:20.982415+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-2277.556, 1487.877, -245.522], yaw=35.409, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4ddddb68-5a6c-4a7f-af93-21ce2d846cd6.png",
      "completed_at": "2026-10-14T23:47:56.569503+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-1900.954, 1558.011, -863.348], yaw=-5.176, pitch=0.696. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c39668fe-b395-4b08-b9ac-db510cfb31b0.png",
      "completed_at": "2026-10-14T23:49:00.710729+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-916.814, 1522.833, -850.179], yaw=88.72, pitch=18.662. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8273ec2d-6572-477f-987c-e6497f77ffbc.png",
      "completed_at": "2026-10-14T23:49:16.782848+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-1150.817, 2081.086, -1009.812], yaw=176.217, pitch=-9.433. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-622233da-167d-456c-9fa3-63614b50b39a.png",
      "completed_at": "2026-10-14T23:46:54.297142+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-2062.653, 2316.879, -839.846], yaw=81.616, pitch=5.367. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-63f3bf1e-9d87-406f-b951-1812110e62cd.png",
      "completed_at": "2026-10-14T23:47:52.832145+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-1734.599, 3134.974, -957.475], yaw=-13.787, pitch=5.117. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-cc7f5cfe-ae57-4b8b-b941-e24ead326e74.png",
      "completed_at": "2026-10-14T23:49:16.295538+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-785.004, 2817.464, -1025.875], yaw=-28.905, pitch=-17.557. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-79748dc0-462b-488d-83ba-b4e9ac38bc3c.png",
      "completed_at": "2026-10-14T23:50:10.738357+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-86.604, 2381.709, -581.582], yaw=-87.21, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c6140ded-fed1-41c1-81ff-0118ada38127.png",
      "completed_at": "2026-10-14T23:49:48.491669+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-65.256, 1746.984, -279.377], yaw=178.389, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ca3cab71-0ccb-4bba-bd59-26e3b94a24d3.png",
      "completed_at": "2026-10-14T23:50:24.080395+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-625.467, 1743.169, -896.788], yaw=147.128, pitch=9.62. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-736118d1-df6f-4a1d-b091-09fb210a47ca.png",
      "completed_at": "2026-10-14T23:49:00.780989+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-1447.635, 2106.911, -995.684], yaw=161.644, pitch=-16.911. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-acf24260-fbe6-4bb0-aa67-0d1870ead9c8.png",
      "completed_at": "2026-10-14T23:50:09.541115+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-2136.944, 2569.617, -768.581], yaw=55.236, pitch=15.488. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-28e5e173-1b57-411c-a238-fcff2b752fad.png",
      "completed_at": "2026-10-14T23:52:18.284251+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-1493.058, 3132.216, -994.305], yaw=-26.395, pitch=2.386. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-85ff7567-ac16-4d7a-a93f-89804bf27352.png",
      "completed_at": "2026-10-14T23:52:09.131716+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-598.764, 2649.113, -1025.875], yaw=-26.244, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-b1c58c7e-a0b8-4a4d-acaf-c65be4881e32.png",
      "completed_at": "2026-10-14T23:52:34.770322+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-67.186, 2315.152, -356.515], yaw=-83.751, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d1a58bba-c573-4cd3-bd8a-189d50dcc5c9.png",
      "completed_at": "2026-10-14T23:52:34.722487+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-2122.135, 2511.367, -818.923], yaw=-41.34, pitch=11.489. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-4083fce6-0d46-46f9-982e-ffbb54827568.png",
      "completed_at": "2026-10-14T23:50:24.407994+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-62.923, 1919.05, -95.514], yaw=94.258, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-84064399-ae73-4412-919d-d219f80bc060.png",
      "completed_at": "2026-10-14T23:52:09.053277+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-2130.202, 2718.379, -797.447], yaw=-65.084, pitch=8.131. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-483da9e0-47e9-43d5-b396-327543810168.png",
      "completed_at": "2026-10-14T23:53:05.472142+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-38.594, 1914.453, 124.932], yaw=94.783, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7fb5c717-d528-4d1d-98c0-5282565fc820.png",
      "completed_at": "2026-10-14T23:52:39.498974+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: firebrick-velodrome/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier firebrick-velodrome; the intended infrastructure role is circular clarifier, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-2208, 1760, 224], yaw=71.764, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 8 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-871a1d61-5b73-4971-88cf-557aba7e91ae.png",
      "completed_at": "2026-10-14T23:52:35.244578+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[3023.887, 2690.893, -1035.59], yaw=93.351, pitch=11.155. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f00e875f-6e81-4436-864c-a95d7bf0082d.png",
      "completed_at": "2026-10-14T23:55:10.746164+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[2758.917, 3646.072, -1223.931], yaw=150.852, pitch=5.541. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7bde4659-5335-46b7-933e-6e330b3d3a3d.png",
      "completed_at": "2026-10-14T23:53:32.243887+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[1766.524, 4114.286, -1318.028], yaw=172.116, pitch=1.668. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-64328c5a-0d0e-4e59-89f9-6abbc0bb3de4.png",
      "completed_at": "2026-10-14T23:54:00.273283+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[666.317, 4258.849, -1343.109], yaw=162.204, pitch=-6.228. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-cc88a04c-3343-4a38-abd2-cb5ac7479872.png",
      "completed_at": "2026-10-14T23:54:39.709936+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-347.633, 4620.598, -1136.471], yaw=171.091, pitch=-28.523. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6612143f-6a08-47a1-a6fc-2c1655c588bd.png",
      "completed_at": "2026-10-14T23:56:26.788264+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-1338.423, 4717.89, -676.826], yaw=-177.289, pitch=-4.114. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-98b012d7-c058-4c85-87f9-a4973c539f40.png",
      "completed_at": "2026-10-14T23:54:48.302188+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-2439.691, 4674.059, -672.089], yaw=178.375, pitch=19.703. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d22cc405-ab8b-47ee-b9b1-a37471378544.png",
      "completed_at": "2026-10-14T23:56:50.096190+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-3464.194, 4654.816, -1080.512], yaw=-152.102, pitch=19.407. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-541213f6-f1be-4d23-bb61-630682d396c3.png",
      "completed_at": "2026-10-14T23:57:23.703208+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-4358.866, 4100, -1325.885], yaw=-150.833, pitch=-24.001. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-6f78e127-69f4-4cc2-adbf-001132b54823.png",
      "completed_at": "2026-10-14T23:57:28.348215+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-5243.66, 3726.563, -825.747], yaw=-179.936, pitch=-18.524. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-2da0dc4b-4556-4262-ac5b-2dc3fd39a60a.png",
      "completed_at": "2026-10-14T23:54:38.931878+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-6310.314, 3730.698, -549.528], yaw=179.293, pitch=8.476. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d5a44bee-4a18-4743-9d29-ad694e9e0578.png",
      "completed_at": "2026-10-14T23:56:50.624632+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-7385.488, 3735.638, -787.272], yaw=170.683, pitch=28.963. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-fe0ef55a-2d49-4a93-99b6-d9e1e0be6913.png",
      "completed_at": "2026-10-14T23:56:55.078612+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-8301.157, 4018.224, -1293.758], yaw=127.945, pitch=-9.213. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a8af343c-c543-4947-937e-6f9f17a66298.png",
      "completed_at": "2026-10-14T23:56:50.677174+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-8895.211, 4725.484, -906.556], yaw=175.414, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-18eec87a-5a9d-400e-a4d4-de3f24495717.png",
      "completed_at": "2026-10-14T23:57:54.822809+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-9641.297, 4701.759, -119.108], yaw=-166.029, pitch=-4.479. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-d0f50368-dfa9-4ef6-b89a-8272d06e7f93.png",
      "completed_at": "2026-10-14T23:59:32.251724+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-533.703, 4680.618, -1031.166], yaw=-22.128, pitch=20.893. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-cad249a6-13f7-4139-b9c2-9fa90352b52a.png",
      "completed_at": "2026-10-14T23:59:49.932965+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-4082.769, 4331.389, -1330.524], yaw=27.315, pitch=-19.864. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5e0fa0cf-c6f6-428f-980b-4bc9fed41672.png",
      "completed_at": "2026-10-14T23:59:06.350623+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-7532.727, 3731.781, -860.399], yaw=0.389, pitch=-20.213. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f7e7ecbe-ad98-4eea-865a-d109e7ef843a.png",
      "completed_at": "2026-10-15T00:00:29.394187+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-10284.532, 4539.625, -29.559], yaw=14.16, pitch=9.988. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-96ce4fb6-cdeb-4dda-89c5-2a6e258893f3.png",
      "completed_at": "2026-10-15T00:00:34.143357+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: wheat-halfpipe/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier wheat-halfpipe; the intended infrastructure role is open canal, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[352, 1568, 96], yaw=117.874, pitch=12.899. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9acc280f-94f0-4fe7-9109-5dcace2a4dc0.png",
      "completed_at": "2026-10-14T23:58:01.092897+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-11041.045, 4007.523, -104.226], yaw=-89.904, pitch=-13.777. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5158820f-b939-4ecf-a104-a13365003a5a.png",
      "completed_at": "2026-10-15T00:00:12.558243+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-10964.555, 2931.927, 126.222], yaw=-23.993, pitch=0.408. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-0db6113f-7766-45e2-b949-3def67d8986a.png",
      "completed_at": "2026-10-15T00:00:01.581882+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-10016.083, 2639.125, -104.572], yaw=0, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7367fdda-7907-4d06-b139-e2d63e098d69.png",
      "completed_at": "2026-10-15T00:01:35.871664+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-9374.222, 2639.125, -1040.09], yaw=0, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-bbb93310-e159-4a98-b425-aad6c4aa9995.png",
      "completed_at": "2026-10-15T00:00:34.559324+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-8524.922, 2640.742, -1537.875], yaw=7.661, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e90c78f9-af16-4b28-993d-f50e4de6a644.png",
      "completed_at": "2026-10-15T00:01:36.212265+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-8051.833, 2796.133, -786.05], yaw=158.322, pitch=-10.377. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-95fbe64b-b662-4969-94d1-cb1bcb0455a6.png",
      "completed_at": "2026-10-15T00:01:04.999738+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-8912.51, 3178.415, -922.887], yaw=38.41, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7e076ea9-d6df-40dc-bba9-bc72e1b8f7e0.png",
      "completed_at": "2026-10-15T00:02:54.491249+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-8246.925, 3479.5, -1537.875], yaw=-4.732, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-e54d3a93-bab5-4746-9b04-557089be25e9.png",
      "completed_at": "2026-10-15T00:02:54.580969+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-7115.01, 3389.231, -1537.875], yaw=3.449, pitch=-0.416. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-ab57494e-3583-4e98-b4d0-eee402903ff3.png",
      "completed_at": "2026-10-15T00:04:53.982977+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_waterworks-v2.png",
      "status": "complete",
      "prompt": "Edit the supplied exact greybox camera view into a realistic modern Waterworks game scene. Preserve the composition, camera and ALL surface boundaries exactly. The large pale rounded oval region occupying the lower centre is a SOLID CURVED RIDING SURFACE with a diagnostic grid on it. It is NOT an opening, window, skylight, tunnel exit, hole or view to the sky. Keep it solid and opaque. The viewer looks upward into an enclosed sweeping cylindrical bowl: keep the continuous curved wall wrapping from foreground and overhead into that pale solid end region. Preserve the small sphere at the same location to the right of the oval, with identical relative size. Replace diagnostic grids with smooth physical surface finish only, never cut away geometry. Approved materials: smoky graphite glazed mineral on curved riding surfaces, sealed satin grey concrete on boundaries, broad cool soft reflections, subtle flush seams and slight wear. No standing water, no ice/frost/snow, no neon, no props, no beams or railings. Lighting is cool diffuse and restrained amber reflected accents, readable and serene. Keep every original silhouette, plane division, perspective and proportions. No added architecture, sky, openings, characters, text, HUD or contact sheets. Exactly one full-frame 16:9 landscape scene with the SAME camera framing. Preserve the solid greybox surfaces even when the shape resembles an opening.",
      "previous_prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "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-87d84125-1ff0-49c3-9b4f-0c088eed9c53.png",
      "completed_at": "2026-10-15T00:02:55.303619+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/amber-cylindro/10_route_waterworks.png",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9ded2d66-33cc-46ba-bd87-83edf77fa533.png",
          "reason": "Replaced because a solid curved surface became an opening."
        }
      ]
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-6419.53, 3196.119, -585.951], yaw=-149.858, pitch=35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-a96bfbbc-b0d9-4207-84d8-8b7f1c5e5e88.png",
      "completed_at": "2026-10-15T00:03:34.290964+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-6764.607, 2803.131, -1365.002], yaw=-11.147, pitch=13.577. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-006ee058-8ab3-4384-9479-3503f31184b5.png",
      "completed_at": "2026-10-15T00:04:12.841284+00:00"
    },
    {
      "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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-5693.935, 2690.38, -1537.834], yaw=13.187, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5cfa5853-2a04-4520-8ba9-7b7090f877da.png",
      "completed_at": "2026-10-15T00:06:21.968168+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-4590.567, 2926.66, -1483.357], yaw=1.441, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9e3941d7-609b-401d-9388-9491c6b7ae7c.png",
      "completed_at": "2026-10-15T00:06:22.595901+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-3796.002, 2910.415, -679.66], yaw=-6.53, pitch=-31.292. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-f44659c7-66b6-4863-9677-bd38e8854e1b.png",
      "completed_at": "2026-10-15T00:06:09.216498+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-8300.424, 2652.796, -1510.871], yaw=-178.976, pitch=1.935. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-63e5eb4c-74cb-48fc-a9dc-cfcfbd336ba6.png",
      "completed_at": "2026-10-15T00:04:09.546403+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-7484.5, 3416.463, -1537.875], yaw=175.285, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-08da4edb-a654-467c-8ac4-34c613b58b7e.png",
      "completed_at": "2026-10-15T00:04:22.517531+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-6640.489, 2754.484, -1466.963], yaw=126.948, pitch=-35. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7ba7bfd3-f943-46ec-a893-85c93420fcf9.png",
      "completed_at": "2026-10-15T00:04:14.106391+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-3202.805, 2837.82, -305.513], yaw=172.939, pitch=32.68. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b9b02fe6-1506-4db2-abb0-f22deebc81a6.png",
      "completed_at": "2026-10-15T00:05:12.767645+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: amber-cylindro/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier amber-cylindro; the intended infrastructure role is storage cylinder, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-10816, 3552, 224], yaw=-15.356, pitch=20.323. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 10 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-7ac30121-9d7b-497b-9579-ee829ea80302.png",
      "completed_at": "2026-10-15T00:06:22.938457+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/01. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 01, type route, eye=[-2659.681, 3462.766, -243.646], yaw=-43.711, pitch=3.074. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-160ff6a3-3d9e-4c01-a3d1-6baac98de742.png",
      "completed_at": "2026-10-15T00:06:52.284054+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/02. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 02, type route, eye=[-2617.491, 3470.841, -246.646], yaw=-62.658, pitch=6.128. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-25aaf239-a420-455b-8d0b-b56e49245279.png",
      "completed_at": "2026-10-15T00:07:42.548351+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/03. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 03, type route, eye=[-2575.094, 3474.293, -250.799], yaw=-77.308, pitch=9.25. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9850984c-3363-4a08-a3d6-df1f27724ff7.png",
      "completed_at": "2026-10-15T00:07:35.365453+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/04. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 04, type route, eye=[-2538.023, 3456.132, -252.673], yaw=-86.819, pitch=3.528. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3832a22b-2ec1-4560-93d5-9063cbf70b0b.png",
      "completed_at": "2026-10-15T00:09:04.140387+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/05. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 05, type route, eye=[-2524.567, 3416.913, -247.415], yaw=-89.616, pitch=1.12. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/teh-end/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2a037d03-5e0d-421b-916a-f1714edb9ff8.png",
      "completed_at": "2026-10-15T00:07:34.648311+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/06. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 06, type route, eye=[-2524.213, 3373.963, -244.961], yaw=-89.07, pitch=0.061. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5f622eab-3e49-4e71-97dd-76aa70924559.png",
      "completed_at": "2026-10-15T00:09:05.460612+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/07. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 07, type route, eye=[-2525.928, 3332.61, -254.345], yaw=-87.916, pitch=-2.834. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-55d218e0-273a-4383-8db2-4490420f68ad.png",
      "completed_at": "2026-10-15T00:09:25.738843+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/08. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 08, type route, eye=[-2526.206, 3292.2, -269.048], yaw=-86.998, pitch=-3.95. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-8e798916-c292-47a0-8726-e88b075a5733.png",
      "completed_at": "2026-10-15T00:08:38.750022+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/09. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 09, type route, eye=[-2525.852, 3253.727, -287.1], yaw=-86.009, pitch=-4.593. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/teh-end/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-64d868a5-6227-443d-a251-020ddba42cc8.png",
      "completed_at": "2026-10-15T00:09:03.613865+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/10. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 10, type route, eye=[-2524.723, 3216.08, -266.227], yaw=-85.149, pitch=5.618. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "reference_images": [
        "blockouts/teh-end/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5b2ff634-b31b-4ad5-9c82-79380bfedf92.png",
      "completed_at": "2026-10-15T00:10:31.943403+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/11. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 11, type route, eye=[-2522.842, 3175.819, -251.335], yaw=-84.633, pitch=10.581. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3881c6dd-32bd-46a2-9098-3d942a440239.png",
      "completed_at": "2026-10-15T00:12:17.560380+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/12. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 12, type route, eye=[-2520.184, 3133.569, -245.028], yaw=-84.177, pitch=15.293. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c58d8c8b-aaa5-4c40-9fb7-e3dce4f9b938.png",
      "completed_at": "2026-10-15T00:09:54.278934+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/13. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 13, type route, eye=[-2517.034, 3090.87, -243.02], yaw=-83.611, pitch=21.133. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-43e01c56-5b30-4a95-91b6-91892645010e.png",
      "completed_at": "2026-10-15T00:10:49.629040+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/14. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 14, type route, eye=[-2513.326, 3049.141, -252.97], yaw=-82.919, pitch=24.945. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-9ed8f006-cdad-41e4-89d2-ed81ed64ca61.png",
      "completed_at": "2026-10-15T00:14:15.374067+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/15. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 15, type route, eye=[-2508.715, 3009.657, -268.715], yaw=-83.734, pitch=0. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-eb083530-eb90-44fc-8ffb-d3f3dd9243d6.png",
      "completed_at": "2026-10-15T00:12:51.801860+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/16. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 16, type back, eye=[-2523.951, 3408.335, -246.955], yaw=161.981, pitch=-1.605. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-5cb27941-9a55-4b8f-91f3-5b578b430cc9.png",
      "completed_at": "2026-10-15T00:13:22.422127+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/17. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 17, type back, eye=[-2526.009, 3266.259, -282.069], yaw=106.196, pitch=-8.583. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-286a5866-0074-43de-b5a6-70b172d7f815.png",
      "completed_at": "2026-10-15T00:14:15.128646+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/18. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 18, type back, eye=[-2519.741, 3127.226, -244.52], yaw=91.193, pitch=-0.021. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-3efbba47-0eed-4ddc-989f-270c65b2196e.png",
      "completed_at": "2026-10-15T00:10:31.891093+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/19. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 19, type back, eye=[-2505.87, 2987.054, -282.399], yaw=94.57, pitch=-2.239. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-07b284f8-2c37-40b2-9b8e-aaf56589a2e3.png",
      "completed_at": "2026-10-15T00:12:17.616283+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_waterworks.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox image. Preserve its composition and every source geometric silhouette exactly. Keep the same camera, view direction, field of view, framing, perspective and image-space plane boundaries. Do not zoom out or turn a wall close-up into a corridor. If the source is mostly a wall or ceiling, the result must remain mostly that wall or ceiling. If the source looks up or down, retain that direction. Keep the exact existing floors, walls, ceilings, obstacles, gaps, drops, openings and curved surfaces at their original locations and proportions. Do not add openings, galleries, pillars, railings or new objects. Do not fill in gaps or make transparent panels opaque. Replace only diagnostic grid shading with physical materials and believable light.\nApproved Waterworks material direction: satin sealed grey concrete boundary walls, subtle flush seams, smoky graphite glazed mineral riding surfaces with broad cool reflections, dry matte grey concrete standing surfaces, transparent structural glass with subtle blue-green edges wherever the source is transparent. Restrained grey/slate/graphite palette, subtle desaturated blue from cool reflections and glass only. Icy is a physics tag, not a demand for frozen material: no frost, snow, literal ice, icicles or blue ice walls. Cool soft diffuse daylight and sparse subtle sodium amber highlights; readable landings, modern photorealistic game rendering, clean believable municipal infrastructure, lightly used surfaces. The surface finish changes, the geometry does not. No standing water, new machinery or props, neon, characters, logos, text, HUD, diagrams, contact sheets, letterbox or cropped framing. One full-frame landscape 16:9 image. Maintain all source planes and empty spaces, even if the original composition is simple. Route names are meaningless placeholders and must not influence design.\n\nCamera identifier only: teh-end/20. Keep the supplied source view exactly; route type and name are not instructions to invent scenery.",
      "previous_prompt": "Use case: sketch-to-render. Edit target is image 1: the supplied exact game greybox camera view. Image 2 and image 3 are approved STYLE AND MATERIAL REFERENCES ONLY. Produce one newly imagined photorealistic modern game environment image of this SAME source view, applying the approved municipal waterworks moodboard. Preserve the source image camera, framing, horizon, perspective, vanishing points and field of view. Preserve the image-space silhouette and location of EVERY existing floor, ceiling boundary, wall, opening, curved surface, ramp, obstacle, platform, drop and gap. Do not substitute the moodboard scene for the source scene. Do not move the camera or invent obstacles. Output landscape 1920x1080, same full-frame composition as image 1, with no cropping or letterboxing. This is for a precisely registered before/after comparison.\nMaterial language: smooth grey satin sealed concrete boundary walls with flush seams; opaque slick floors and riding curves in smoky graphite glazed mineral with broad cool reflections and subtle directional wear; normal standing surfaces dry matte concrete; source transparent surfaces remain clear structural glass with subtle blue-green edges. Dark galvanized service metal only beyond playable boundaries. Existing geometry may receive flush material and lighting detail but must never gain grips, railings, pipes, beams or features intruding into the riding space. The source light-blue or pink diagnostic colours are not actual art colours. Walls flagged icy are movement restrictions, not literal ice: do not make frozen, frosted, snowy or blue-ice walls. No ice crystals. Route names are placeholders and have no meaning for palette or subject matter.\nLighting: cool diffuse grey daylight, softly directional light with restrained shafts in background spaces, sparse sodium amber work lights outside the route, cold serene monumental infrastructure. Keep route and landings clearly visible, shadows readable, no black crushed areas or fog covering route. Reflections are polished mineral rather than standing water. Keep the approved realistic concrete/graphite/glass/amber palette across every route. Avoid neon, fantasy ice, horror grime, vegetation, greebles, characters, text, numbers, diagrams, signage, HUD, grids, reference-panel layouts and watermarks. Exactly one full-frame scene.\n\nSource context: section identifier teh-end; the intended infrastructure role is river outfall, expressed only through materials and distant context that fits the ORIGINAL source geometry. Camera 20, type overview, eye=[-2592, 3456, -256], yaw=-50.082, pitch=14.336. Projection={'width': 1920, 'height': 1080, 'cg_fov': 100, 'fov_mode': 'wide', 'fov_x_deg': 115.634, 'fov_y_deg': 83.582}. Geometry and all 9 recorded movement paths remain authoritative. Any apparent central void, unusual surface slope or obstacle must survive unchanged. Treat this as an exact geometry-preserving material/lighting edit, not a free concept composition.",
      "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-c8f2e899-dc96-4929-8f2d-d488c12a3f75.png",
      "completed_at": "2026-10-15T00:11:51.353476+00:00"
    }
  ],
  "completed": 460,
  "updated_at": "2026-10-15T00:14:15.374128+00:00"
}
