e674677f4e0b5090a6cf9fb6693b56d237ffbc76
A day went into sprite consistency and most of it was spent solving the problem in the wrong place. Written down so the next session starts from the answer instead of rediscovering it. The boundary everything else follows: the generator, GIVEN REFERENCE IMAGES -> identity, pose, composition the pipeline, DETERMINISTICALLY -> exact colour the gates -> layout accidents only With the proof, because it is the part that is hard to believe until measured: the brute's serve sheet came back with his build, his garments and his DARK TONES pixel-identical to the reference and his big pale shirt two shades brighter. The model was looking straight at the character. Every call re-renders and re-rendering re-lights. No prompt fixes that. And the rule underneath all of it — A REFERENCE BEATS A DESCRIPTION, at every level. The racket zombie's sheet was made from the character as an IMAGE plus the poses as IMAGES and landed first time; the brute's three sheets each re-derived the character from the same paragraph and produced three different brutes. Corollary worth having: every corrective sentence in a prompt is compensating for a reference you did not supply. When a prompt grows a third "do NOT" clause, add an image instead. Also written down: correct-then-check, calibrate-before-you-gate (with the numbers every threshold was calibrated on), the five gates and what each one actually measures, six traps that each shipped something silently before they were caught, and three things still open — including that `changed` passed a headless brute that still had its head, because it knows something moved and not what. The brute is PARKED: out of ZFAMS, 31 frames on disk, nine batches in the JSON, one line away from live. Its healthy eleven are good; its wound stages are not. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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