{
  "title": "Nocturne reference-guided material studies",
  "generation_mode": "built-in image_gen",
  "reference": "/images/nocturne-art-target.webp",
  "prompt_record": "Faithful production briefs retained from the generation summary; these are not a verbatim transcript.",
  "assets": [
    {
      "name": "bark",
      "source": "assets/nocturne/reference-materials/bark-color.png",
      "source_sha256": "12f0cb05de62d91aae0aa3887ee70e6ff58b0dd431a15d1d63d909762abfc557",
      "source_dimensions": [
        1254,
        1254
      ],
      "runtime": [
        "/textures/reference/bark-color-512.webp",
        "/textures/reference/bark-color.webp"
      ],
      "runtime_dimensions": [
        512,
        1024
      ],
      "prompt_brief": "Use case: photorealistic-natural. Asset type: seamless tiling albedo/color texture for a real-time WebGL world. Reference image: Nocturne art target, used only for material palette and surface character. Flat orthographic surface, edge-to-edge, neutral diffuse illumination. No perspective, directional lighting, highlights, cast shadows, reflections, text, borders, logos or recognizable objects. Aim for natural irregular variation without an obvious repeating motif. Ancient broadleaf tree bark, dark umber and charcoal brown. Deep irregular fissures, layered broken bark plates, subtle fine grain, sparse moss and lichen. Avoid evenly spaced rope-like ridges."
    },
    {
      "name": "stone",
      "source": "assets/nocturne/reference-materials/stone-color.png",
      "source_sha256": "d2ba8a0efeac22cff33a2bc5cf38392468e25dc13745e870dbd84b793b847b7c",
      "source_dimensions": [
        1254,
        1254
      ],
      "runtime": [
        "/textures/reference/stone-color-512.webp",
        "/textures/reference/stone-color.webp"
      ],
      "runtime_dimensions": [
        512,
        1024
      ],
      "prompt_brief": "Use case: photorealistic-natural. Asset type: seamless tiling albedo/color texture for a real-time WebGL world. Reference image: Nocturne art target, used only for material palette and surface character. Flat orthographic surface, edge-to-edge, neutral diffuse illumination. No perspective, directional lighting, highlights, cast shadows, reflections, text, borders, logos or recognizable objects. Aim for natural irregular variation without an obvious repeating motif. Dark neutral gray slate with fine mineral grain, subtle irregular hairline fractures and restrained moss in about fifteen percent of the surface. Continuous stone surface, not a grid of paving stones or mortar joints. Avoid bright white veins."
    },
    {
      "name": "metal",
      "source": "assets/nocturne/reference-materials/metal-color.png",
      "source_sha256": "bf2eaf29ed40a8fb03bf69928857d9572d1881af51d67d10ad65666ec6d26af1",
      "source_dimensions": [
        1254,
        1254
      ],
      "runtime": [
        "/textures/reference/metal-color-512.webp",
        "/textures/reference/metal-color.webp"
      ],
      "runtime_dimensions": [
        512,
        1024
      ],
      "prompt_brief": "Use case: photorealistic-natural. Asset type: seamless tiling albedo/color texture for a real-time WebGL world. Reference image: Nocturne art target, used only for material palette and surface character. Flat orthographic surface, edge-to-edge, neutral diffuse illumination. No perspective, directional lighting, highlights, cast shadows, reflections, text, borders, logos or recognizable objects. Aim for natural irregular variation without an obvious repeating motif. Weathered neutral charcoal and subdued bronze metal, fine pitting, subtle stains and edge-wear-like variation. Low-contrast natural aging. Avoid high-contrast orange rust patches or white deposits."
    }
  ],
  "material_scope": "Original generated color tiles guided by the concept. They are not photogrammetry or measured matched PBR sets. Independent CC0 photographic normal and roughness maps provide microstructure; geometry, shadows, reflections and lighting are rendered in real time.",
  "impostor": {
    "file": "/textures/reference/forest-impostor.webp",
    "method": "Transparent orthographic render of the original Blender tree; used for distant forest silhouettes and temporary loading stand-ins."
  }
}
