diff --git a/.gitattributes b/.gitattributes index 7ef01de63ce9092073725e37ddf34e10a67dd243..fe0c06288aba549d26386b9dec1fe8cab7f05b31 100644 --- a/.gitattributes +++ b/.gitattributes @@ -576,3 +576,19 @@ gallery/img/muse-ember-1.0-max/winter-town/v0.webp filter=lfs diff=lfs merge=lfs gallery/img/muse-ember-1.0-max/winter-town/v1.webp filter=lfs diff=lfs merge=lfs -text gallery/img/muse-ember-1.0-max/medieval-big-farm-town/v1.webp filter=lfs diff=lfs merge=lfs -text gallery/img/muse-ember-1.0-max/blue-city/v3.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/street-new-york/v2.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/street-new-york/v1.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/street-new-york/v3.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/stylized-elven-valley/v2.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/stylized-elven-valley/v0.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/stylized-elven-valley/v1.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/stylized-elven-valley/v3.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/nordic-harbour/v0.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/nordic-harbour/v1.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/nordic-harbour/v3.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/medieval-big-farm-town/v0.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/medieval-big-farm-town/v1.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/medieval-big-farm-town/v3.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/blue-city/v0.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/blue-city/v1.webp filter=lfs diff=lfs merge=lfs -text +gallery/img/gemini-4-carbon-high/blue-city/v3.webp filter=lfs diff=lfs merge=lfs -text diff --git a/assets/leaderboard-bars.js b/assets/leaderboard-bars.js index 43127ff2a4e3e3c2ab0a5652dd13c005027c0a1d..0d717aa894a57ec66fadebd65004cc16da8a4ed4 100644 --- a/assets/leaderboard-bars.js +++ b/assets/leaderboard-bars.js @@ -3,7 +3,7 @@ (async function(){ const {bindChartTooltip}=await import("./chart-interactions.js?v=20261017c4s"); await Promise.all([document.fonts.load('400 13px Inter'),document.fonts.load('700 13px Inter'),document.fonts.load('500 15.5px "IBM Plex Mono"')]); -const ALL = {"t2s": [{"name": "Claude Sonnet 5.5 (max)", "org": "Anthropic", "score": 0.83738, "colour": "#D97757", "ink": "#ffffff", "label": "83", "new": false}, {"name": "Claude Opus 5.5 (max)", "org": "Anthropic", "score": 0.83255, "colour": "#D97757", "ink": "#ffffff", "label": "83", "new": false}, {"name": "Claude Fable 5.1 (max)", "org": "Anthropic", "score": 0.8001, "colour": "#D97757", "ink": "#ffffff", "label": "80", "new": false}, {"name": "GPT-6 Astra (max)", "org": "OpenAI", "score": 0.79052, "colour": "#10A37F", "ink": "#ffffff", "label": "79", "new": false}, {"name": "GPT-6.1 Sol (max)", "org": "OpenAI", "score": 0.78454, "colour": "#10A37F", "ink": "#ffffff", "label": "78", "new": false}, {"name": "Gemini 4 Argon (high)", "org": "Google", "score": 0.777895, "colour": "#7b1fa2", "ink": "#ffffff", "label": "77", "new": false}, {"name": "GPT-6.1 Terra (max)", "org": "OpenAI", "score": 0.75619, "colour": "#10A37F", "ink": "#ffffff", "label": "75", "new": false}, {"name": "DeepSeek V4.1 Flash 1017 (max)", "org": "DeepSeek", "score": 0.75055, "colour": "#3f51e0", "ink": "#ffffff", "label": "75", "new": false}, {"name": "GPT-5.6 Sol (max)", "org": "OpenAI", "score": 0.73892, "colour": "#10A37F", "ink": "#ffffff", "label": "73", "new": false}, {"name": "Kimi K3.1 Pro (max)", "org": "Moonshot AI", "score": 0.735425, "colour": "#5b6b7b", "ink": "#ffffff", "label": "73", "new": false}, {"name": "Hy4 (max)", "org": "Tencent", "score": 0.719675, "colour": "#001cd9", "ink": "#ffffff", "label": "71", "new": false}, {"name": "Claude Haiku 5.5 (max)", "org": "Anthropic", "score": 0.718775, "colour": "#D97757", "ink": "#ffffff", "label": "71", "new": false}, {"name": "Muse Wonder Full 1.0 (max)", "org": "Meta", "score": 0.71514, "colour": "#42a5f5", "ink": "#111111", "label": "71", "new": false}, {"name": "Kimi K3 (max)", "org": "Moonshot AI", "score": 0.714815, "colour": "#5b6b7b", "ink": "#ffffff", "label": "71", "new": false}, {"name": "Grok 4.7 (xhigh)", "org": "xAI", "score": 0.700595, "colour": "#111111", "ink": "#ffffff", "label": "70", "new": false}, {"name": "Grok 4.6 (xhigh)", "org": "xAI", "score": 0.69681, "colour": "#111111", "ink": "#ffffff", "label": "69", "new": false}, {"name": "Muse Spark 1.3 (max)", "org": "Meta", "score": 0.69663, "colour": "#42a5f5", "ink": "#111111", "label": "69", "new": false}, {"name": "Gemini 3.8 Flash (high)", "org": "Google", "score": 0.6946, "colour": "#7b1fa2", "ink": "#ffffff", "label": "69", "new": false}, {"name": "GPT-5.6 Terra (max)", "org": "OpenAI", "score": 0.68843, "colour": "#10A37F", "ink": "#ffffff", "label": "68", "new": false}, {"name": "GPT-6 Luna (max)", "org": "OpenAI", "score": 0.68814, "colour": "#10A37F", "ink": "#ffffff", "label": "68", "new": false}, {"name": "Muse Ember 1.0 (max)", "org": "Meta", "score": 0.664465, "colour": "#42a5f5", "ink": "#111111", "label": "66", "new": false}, {"name": "GLM-5.3 Flash (max)", "org": "Z.ai", "score": 0.66378, "colour": "#96650b", "ink": "#ffffff", "label": "66", "new": false}, {"name": "Muse Wonder 1.0 (max)", "org": "Meta", "score": 0.644815, "colour": "#42a5f5", "ink": "#111111", "label": "64", "new": false}, {"name": "MiMo V2.6 Pro (max)", "org": "Xiaomi", "score": 0.632935, "colour": "#f2b418", "ink": "#111111", "label": "63", "new": false}, {"name": "GPT-5.6 Luna (max)", "org": "OpenAI", "score": 0.630025, "colour": "#10A37F", "ink": "#ffffff", "label": "63", "new": false}, {"name": "Crouton Alpha (max)", "org": "Stealth", "score": 0.61771, "colour": "#c8ff00", "ink": "#111111", "label": "61", "new": false}, {"name": "Muse Spark Open (max)", "org": "Meta", "score": 0.611525, "colour": "#42a5f5", "ink": "#111111", "label": "61", "new": false}, {"name": "Qwen3.8 27B (thinking on)", "org": "Alibaba", "score": 0.57182, "colour": "#fe7016", "ink": "#111111", "label": "57", "new": false}, {"name": "Gemma 4 31B (thinking off)", "org": "Google", "score": 0.55312, "colour": "#7b1fa2", "ink": "#ffffff", "label": "55", "new": false}, {"name": "Nemotron 3.5 Super VL (max)", "org": "NVIDIA", "score": 0.520735, "colour": "#76b900", "ink": "#111111", "label": "52", "new": false}, {"name": "Gemma 4 31B (thinking on)", "org": "Google", "score": 0.51767, "colour": "#7b1fa2", "ink": "#ffffff", "label": "51", "new": false}, {"name": "Qwen3.8 27B (thinking off)", "org": "Alibaba", "score": 0.514645, "colour": "#fe7016", "ink": "#111111", "label": "51", "new": false}, {"name": "Step 5 Preview (max)", "org": "StepFun", "score": 0.503155, "colour": "#0169ff", "ink": "#ffffff", "label": "50", "new": false}, {"name": "DeepSeek V4.1 Flash (max)", "org": "DeepSeek", "score": 0.3713, "colour": "#3f51e0", "ink": "#ffffff", "label": "37", "new": false}], "i2s": [{"name": "Gemini 3.8 Flash (high)", "org": "Google", "score": 0.5810600533333334, "colour": "#7b1fa2", "ink": "#ffffff", "label": "58", "new": false}, {"name": "GPT-6 Astra (max)", "org": "OpenAI", "score": 0.5148505733333334, "colour": "#10A37F", "ink": "#ffffff", "label": "51", "new": false}, {"name": "Claude Opus 5 (max)", "org": "Anthropic", "score": 0.46809998666666675, "colour": "#D97757", "ink": "#ffffff", "label": "47", "new": false}, {"name": "Claude Fable 5.1 (max)", "org": "Anthropic", "score": 0.4243479600000001, "colour": "#D97757", "ink": "#ffffff", "label": "42", "new": false}, {"name": "GPT-5.6 Sol (high)", "org": "OpenAI", "score": 0.3929589333333333, "colour": "#10A37F", "ink": "#ffffff", "label": "39", "new": false}, {"name": "Muse Spark 1.3 (medium)", "org": "Meta", "score": 0.35821573333333334, "colour": "#42a5f5", "ink": "#111111", "label": "36", "new": false}, {"name": "GLM-5.3 Flash (max)", "org": "Z.ai", "score": 0.3199877333333333, "colour": "#96650b", "ink": "#ffffff", "label": "32", "new": false}, {"name": "Qwen 3.8 27B (thinking on)", "org": "Alibaba", "score": 0.2261779866666667, "colour": "#fe7016", "ink": "#111111", "label": "23", "new": false}, {"name": "DeepSeek V4.1 Flash (high)", "org": "DeepSeek", "score": 0.21048916, "colour": "#3f51e0", "ink": "#ffffff", "label": "21", "new": false}, {"name": "Qwen 3.8 27B (thinking off)", "org": "Alibaba", "score": 0.19970338666666668, "colour": "#fe7016", "ink": "#111111", "label": "20", "new": false}, {"name": "Inkling (high)", "org": "Thinking Machines", "score": 0.19801974666666666, "colour": "#686868", "ink": "#ffffff", "label": "20", "new": false}, {"name": "Grok 4.6 (high)", "org": "xAI", "score": 0.18414012, "colour": "#111111", "ink": "#ffffff", "label": "18", "new": false}, {"name": "Gemma 4 31B (thinking on)", "org": "Google", "score": 0.12554015999999998, "colour": "#7b1fa2", "ink": "#ffffff", "label": "13", "new": false}, {"name": "Gemma 4 31B (thinking off)", "org": "Google", "score": 0.11503794666666667, "colour": "#7b1fa2", "ink": "#ffffff", "label": "12", "new": false}]}; +const ALL = {"t2s": [{"name": "Claude Sonnet 5.5 (max)", "org": "Anthropic", "score": 0.83738, "colour": "#D97757", "ink": "#ffffff", "label": "83", "new": false}, {"name": "Claude Opus 5.5 (max)", "org": "Anthropic", "score": 0.83255, "colour": "#D97757", "ink": "#ffffff", "label": "83", "new": false}, {"name": "Gemini 4 Carbon (high)", "org": "Google", "score": 0.82506, "colour": "#7b1fa2", "ink": "#ffffff", "label": "82", "new": false}, {"name": "Claude Fable 5.1 (max)", "org": "Anthropic", "score": 0.8001, "colour": "#D97757", "ink": "#ffffff", "label": "80", "new": false}, {"name": "GPT-6 Astra (max)", "org": "OpenAI", "score": 0.79052, "colour": "#10A37F", "ink": "#ffffff", "label": "79", "new": false}, {"name": "GPT-6.1 Sol (max)", "org": "OpenAI", "score": 0.78454, "colour": "#10A37F", "ink": "#ffffff", "label": "78", "new": false}, {"name": "Gemini 4 Argon (high)", "org": "Google", "score": 0.777895, "colour": "#7b1fa2", "ink": "#ffffff", "label": "77", "new": false}, {"name": "GPT-6.1 Terra (max)", "org": "OpenAI", "score": 0.75619, "colour": "#10A37F", "ink": "#ffffff", "label": "75", "new": false}, {"name": "DeepSeek V4.1 Flash 1017 (max)", "org": "DeepSeek", "score": 0.75055, "colour": "#3f51e0", "ink": "#ffffff", "label": "75", "new": false}, {"name": "GPT-5.6 Sol (max)", "org": "OpenAI", "score": 0.73892, "colour": "#10A37F", "ink": "#ffffff", "label": "73", "new": false}, {"name": "Kimi K3.1 Pro (max)", "org": "Moonshot AI", "score": 0.735425, "colour": "#5b6b7b", "ink": "#ffffff", "label": "73", "new": false}, {"name": "Hy4 (max)", "org": "Tencent", "score": 0.719675, "colour": "#001cd9", "ink": "#ffffff", "label": "71", "new": false}, {"name": "Claude Haiku 5.5 (max)", "org": "Anthropic", "score": 0.718775, "colour": "#D97757", "ink": "#ffffff", "label": "71", "new": false}, {"name": "Muse Wonder Full 1.0 (max)", "org": "Meta", "score": 0.71514, "colour": "#42a5f5", "ink": "#111111", "label": "71", "new": false}, {"name": "Kimi K3 (max)", "org": "Moonshot AI", "score": 0.714815, "colour": "#5b6b7b", "ink": "#ffffff", "label": "71", "new": false}, {"name": "Grok 4.7 (xhigh)", "org": "xAI", "score": 0.700595, "colour": "#111111", "ink": "#ffffff", "label": "70", "new": false}, {"name": "Grok 4.6 (xhigh)", "org": "xAI", "score": 0.69681, "colour": "#111111", "ink": "#ffffff", "label": "69", "new": false}, {"name": "Muse Spark 1.3 (max)", "org": "Meta", "score": 0.69663, "colour": "#42a5f5", "ink": "#111111", "label": "69", "new": false}, {"name": "Gemini 3.8 Flash (high)", "org": "Google", "score": 0.6946, "colour": "#7b1fa2", "ink": "#ffffff", "label": "69", "new": false}, {"name": "GPT-5.6 Terra (max)", "org": "OpenAI", "score": 0.68843, "colour": "#10A37F", "ink": "#ffffff", "label": "68", "new": false}, {"name": "GPT-6 Luna (max)", "org": "OpenAI", "score": 0.68814, "colour": "#10A37F", "ink": "#ffffff", "label": "68", "new": false}, {"name": "Muse Ember 1.0 (max)", "org": "Meta", "score": 0.664465, "colour": "#42a5f5", "ink": "#111111", "label": "66", "new": false}, {"name": "GLM-5.3 Flash (max)", "org": "Z.ai", "score": 0.66378, "colour": "#96650b", "ink": "#ffffff", "label": "66", "new": false}, {"name": "Muse Wonder 1.0 (max)", "org": "Meta", "score": 0.644815, "colour": "#42a5f5", "ink": "#111111", "label": "64", "new": false}, {"name": "MiMo V2.6 Pro (max)", "org": "Xiaomi", "score": 0.632935, "colour": "#f2b418", "ink": "#111111", "label": "63", "new": false}, {"name": "GPT-5.6 Luna (max)", "org": "OpenAI", "score": 0.630025, "colour": "#10A37F", "ink": "#ffffff", "label": "63", "new": false}, {"name": "Crouton Alpha (max)", "org": "Stealth", "score": 0.61771, "colour": "#c8ff00", "ink": "#111111", "label": "61", "new": false}, {"name": "Muse Spark Open (max)", "org": "Meta", "score": 0.611525, "colour": "#42a5f5", "ink": "#111111", "label": "61", "new": false}, {"name": "Qwen3.8 27B (thinking on)", "org": "Alibaba", "score": 0.57182, "colour": "#fe7016", "ink": "#111111", "label": "57", "new": false}, {"name": "Gemma 4 31B (thinking off)", "org": "Google", "score": 0.55312, "colour": "#7b1fa2", "ink": "#ffffff", "label": "55", "new": false}, {"name": "Nemotron 3.5 Super VL (max)", "org": "NVIDIA", "score": 0.520735, "colour": "#76b900", "ink": "#111111", "label": "52", "new": false}, {"name": "Gemma 4 31B (thinking on)", "org": "Google", "score": 0.51767, "colour": "#7b1fa2", "ink": "#ffffff", "label": "51", "new": false}, {"name": "Qwen3.8 27B (thinking off)", "org": "Alibaba", "score": 0.514645, "colour": "#fe7016", "ink": "#111111", "label": "51", "new": false}, {"name": "Step 5 Preview (max)", "org": "StepFun", "score": 0.503155, "colour": "#0169ff", "ink": "#ffffff", "label": "50", "new": false}, {"name": "DeepSeek V4.1 Flash (max)", "org": "DeepSeek", "score": 0.3713, "colour": "#3f51e0", "ink": "#ffffff", "label": "37", "new": false}], "i2s": [{"name": "Gemini 3.8 Flash (high)", "org": "Google", "score": 0.5810600533333334, "colour": "#7b1fa2", "ink": "#ffffff", "label": "58", "new": false}, {"name": "GPT-6 Astra (max)", "org": "OpenAI", "score": 0.5148505733333334, "colour": "#10A37F", "ink": "#ffffff", "label": "51", "new": false}, {"name": "Claude Opus 5 (max)", "org": "Anthropic", "score": 0.46809998666666675, "colour": "#D97757", "ink": "#ffffff", "label": "47", "new": false}, {"name": "Claude Fable 5.1 (max)", "org": "Anthropic", "score": 0.4243479600000001, "colour": "#D97757", "ink": "#ffffff", "label": "42", "new": false}, {"name": "GPT-5.6 Sol (high)", "org": "OpenAI", "score": 0.3929589333333333, "colour": "#10A37F", "ink": "#ffffff", "label": "39", "new": false}, {"name": "Muse Spark 1.3 (medium)", "org": "Meta", "score": 0.35821573333333334, "colour": "#42a5f5", "ink": "#111111", "label": "36", "new": false}, {"name": "GLM-5.3 Flash (max)", "org": "Z.ai", "score": 0.3199877333333333, "colour": "#96650b", "ink": "#ffffff", "label": "32", "new": false}, {"name": "Qwen 3.8 27B (thinking on)", "org": "Alibaba", "score": 0.2261779866666667, "colour": "#fe7016", "ink": "#111111", "label": "23", "new": false}, {"name": "DeepSeek V4.1 Flash (high)", "org": "DeepSeek", "score": 0.21048916, "colour": "#3f51e0", "ink": "#ffffff", "label": "21", "new": false}, {"name": "Qwen 3.8 27B (thinking off)", "org": "Alibaba", "score": 0.19970338666666668, "colour": "#fe7016", "ink": "#111111", "label": "20", "new": false}, {"name": "Inkling (high)", "org": "Thinking Machines", "score": 0.19801974666666666, "colour": "#686868", "ink": "#ffffff", "label": "20", "new": false}, {"name": "Grok 4.6 (high)", "org": "xAI", "score": 0.18414012, "colour": "#111111", "ink": "#ffffff", "label": "18", "new": false}, {"name": "Gemma 4 31B (thinking on)", "org": "Google", "score": 0.12554015999999998, "colour": "#7b1fa2", "ink": "#ffffff", "label": "13", "new": false}, {"name": "Gemma 4 31B (thinking off)", "org": "Google", "score": 0.11503794666666667, "colour": "#7b1fa2", "ink": "#ffffff", "label": "12", "new": false}]}; const LOGOS = {"Anthropic": {"icon": "anthropic", "fill": "#141413", "viewBox": "0 0 24 24", "inner": "", "rule": "evenodd"}, "OpenAI": {"icon": "openai", "fill": "#141413", "viewBox": "0 0 24 24", "inner": "", "rule": "evenodd"}, "Meta": {"icon": "meta-color", "viewBox": "0 0 24 24", "inner": "", "rule": null}, "Google": {"icon": "google-color", "viewBox": "0 0 24 24", "inner": "", "rule": null}, "DeepSeek": {"icon": "deepseek-color", "viewBox": "0 0 24 24", "inner": "", "rule": null}, "xAI": {"icon": "xai", "tile": "#111111", "shape": "square", "viewBox": "0 0 24 24", "inner": "", "rule": "evenodd"}, "Z.ai": {"icon": "zai", "tile": "#111111", "shape": "square", "viewBox": "0 0 24 24", "inner": "", "rule": "evenodd"}, "Moonshot": {"icon": "kimi", "tile": "#111111", "shape": "square", "viewBox": "0 0 24 24", "inner": "", "rule": "evenodd"}, "StepFun": {"icon": "stepfun", "tile": "#01d9cf", "shape": "circle", "viewBox": "0 0 24 24", "inner": "", "rule": "evenodd"}, "Undisclosed": {"icon": "unionalpha-color", "viewBox": "0 0 24 24", "inner": "", "rule": null}, "Cognition": {"icon": "devin-color", "viewBox": "0 0 24 24", "inner": "", "rule": null}, "Fireworks": {"icon": "fireworks-color", "viewBox": "0 0 24 24", "inner": "", "rule": null}, "Stealth": {"wordmark": ["STEALTH"]}, "Thinking Machines": {"wordmark": ["THINKING", "MACHINES"]}, "Alibaba": {"icon": "qwen-color", "viewBox": "0 0 24 24", "inner": "", "rule": null}, "Xiaomi": {"icon": "xiaomi", "fill": "#FF6900", "viewBox": "0 0 24 24", "inner": "", "rule": null}, "NVIDIA": {"icon": "nvidia", "fill": "#76B900", "viewBox": "0 0 24 24", "inner": ""}, "Moonshot AI": {"icon": "moonshot", "fill": "#5B6B7B", "viewBox": "0 0 24 24", "inner": ""}, "Tencent": {"icon": "tencent", "fill": "#001CD9", "viewBox": "0 0 24 24", "inner": ""}}; for(const [key,DATA] of Object.entries(ALL)){ const svg=document.getElementById('bars-'+key), W=1200, H=420; diff --git a/data/leaderboard-details.json b/data/leaderboard-details.json index 73bfd694ba582c9bfd96bbf9d834514c05b38c9d..7587684ce3b7bd49dc7043367a67ac9cb79f09ec 100644 --- a/data/leaderboard-details.json +++ b/data/leaderboard-details.json @@ -444,6 +444,38 @@ } ] }, + { + "key": "gemini-4-carbon-high", + "name": "Gemini 4 Carbon (high)", + "provider": "Google", + "metrics": [ + { + "label": "Text-to-Scene", + "value": 0.82506, + "currency": false + }, + { + "label": "Detailed Alignment", + "value": 0.766205, + "currency": false + }, + { + "label": "Overview Alignment", + "value": 0.79412, + "currency": false + }, + { + "label": "Physical Safety", + "value": 0.976775, + "currency": false + }, + { + "label": "Median cost / case", + "value": "5.04", + "currency": true + } + ] + }, { "key": "claude-fable-5.1-max", "name": "Claude Fable 5.1 (max)", diff --git a/data/pareto.json b/data/pareto.json index fbd08d621620ae06740c5aa22bee18d906b95858..070e1e36d0beaa933b589cdab0a3f0cfc71afe44 100644 --- a/data/pareto.json +++ b/data/pareto.json @@ -200,6 +200,14 @@ "score": 0.83255, "cost": 26.901442 }, + { + "key": "gemini-4-carbon-high", + "name": "Gemini 4 Carbon (high)", + "logo": "gemini", + "open": false, + "score": 0.82506, + "cost": 5.04397 + }, { "key": "claude-fable-5.1-max", "name": "Claude Fable 5.1 (max)", diff --git a/data/t2s-sandbox.json b/data/t2s-sandbox.json index 489e42b907d689880f753ff4395e9e3f5588daec..34540dc6f61f2160587f800645b7c2d10c46e974 100644 --- a/data/t2s-sandbox.json +++ b/data/t2s-sandbox.json @@ -1,6 +1,6 @@ { "track": "Text-to-Scene · Research Track (20 public scenes) · sandboxed re-run", - "when": "2026-11-09 22:46 UTC", + "when": "2026-11-11 00:04 UTC", "score": "case score = 0.2 x Detailed + 0.6 x Overview + 0.2 x Physical; a case without a valid scene scores 0; a model's score is the mean over the 20 cases", "cost": "median USD per case over the model's 20 cases; null when the agent records no usage or the run was self-hosted (nothing billed), cost_none says which", "cases": [ @@ -442,6 +442,164 @@ } } }, + { + "key": "gemini-4-carbon-high", + "name": "Gemini 4 Carbon (high)", + "org": "Google", + "logo": "gemini", + "colour": "#7b1fa2", + "open": false, + "score": 0.82506, + "detailed": 0.766205, + "overview": 0.79412, + "physical": 0.976775, + "cost": 5.04397, + "cost_basis": null, + "cost_none": null, + "front": true, + "cases": { + "abandoned-psychiatric-hospital-long": { + "score": 0.8278, + "detailed": 0.7488, + "overview": 0.7975, + "physical": 0.9975, + "cost": 3.248124 + }, + "blue-city-long": { + "score": 0.8197, + "detailed": 0.7554, + "overview": 0.7851, + "physical": 0.9879, + "cost": 6.328885 + }, + "castleriver-long": { + "score": 0.8789, + "detailed": 0.6692, + "overview": 0.9085, + "physical": 1.0, + "cost": 5.052347 + }, + "cyberpunk-long": { + "score": 0.8041, + "detailed": 0.8116, + "overview": 0.7367, + "physical": 0.9987, + "cost": 8.02751 + }, + "egyptian-temple-long": { + "score": 0.7795, + "detailed": 0.8328, + "overview": 0.6883, + "physical": 1.0, + "cost": 4.800657 + }, + "european-street-3d-scene-long": { + "score": 0.6677, + "detailed": 0.8118, + "overview": 0.5505, + "physical": 0.875, + "cost": 2.442068 + }, + "hong-kong-long": { + "score": 0.8355, + "detailed": 0.711, + "overview": 0.8221, + "physical": 1.0, + "cost": 9.419309 + }, + "khs-house-of-baeryeom-long": { + "score": 0.8432, + "detailed": 0.7171, + "overview": 0.833, + "physical": 1.0, + "cost": 7.69853 + }, + "medieval-big-farm-town-long": { + "score": 0.7944, + "detailed": 0.6982, + "overview": 0.7579, + "physical": 1.0, + "cost": 18.126497 + }, + "medieval-buildings-volume-1-long": { + "score": 0.8279, + "detailed": 0.7327, + "overview": 0.8147, + "physical": 0.9629, + "cost": 5.035592 + }, + "nordic-harbour-long": { + "score": 0.8687, + "detailed": 0.7112, + "overview": 0.8774, + "physical": 1.0, + "cost": 12.25222 + }, + "paris-long": { + "score": 0.7846, + "detailed": 0.6932, + "overview": 0.7806, + "physical": 0.8882, + "cost": 10.712863 + }, + "ruins-long": { + "score": 0.8501, + "detailed": 0.8039, + "overview": 0.8156, + "physical": 1.0, + "cost": 9.019331 + }, + "street-new-york-long": { + "score": 0.8632, + "detailed": 0.8206, + "overview": 0.832, + "physical": 0.9992, + "cost": 4.074202 + }, + "urban-decay-long": { + "score": 0.8512, + "detailed": 0.87, + "overview": 0.7954, + "physical": 1.0, + "cost": 7.06632 + }, + "winter-town-long": { + "score": 0.8446, + "detailed": 0.7272, + "overview": 0.832, + "physical": 1.0, + "cost": 3.486442 + }, + "factory-environment-long": { + "score": 0.8875, + "detailed": 0.8128, + "overview": 0.8749, + "physical": 1.0, + "cost": 2.892506 + }, + "post-apocalyptic-stylized-market-long": { + "score": 0.7679, + "detailed": 0.6098, + "overview": 0.7673, + "physical": 0.928, + "cost": 1.876426 + }, + "scifi-environment-offworld-long": { + "score": 0.8474, + "detailed": 0.8375, + "overview": 0.7999, + "physical": 1.0, + "cost": 2.798139 + }, + "stylized-elven-valley-long": { + "score": 0.8573, + "detailed": 0.9493, + "overview": 0.813, + "physical": 0.8981, + "cost": 2.896303 + } + } + }, { "key": "claude-fable-5.1-max", "name": "Claude Fable 5.1 (max)", @@ -456,7 +614,7 @@ "cost": 23.419433, "cost_basis": null, "cost_none": null, - "front": true, + "front": false, "cases": { "abandoned-psychiatric-hospital-long": { "score": 0.8149, @@ -614,7 +772,7 @@ "cost": 14.252182, "cost_basis": null, "cost_none": null, - "front": true, + "front": false, "cases": { "abandoned-psychiatric-hospital-long": { "score": 0.7579, diff --git a/gallery/cases.html b/gallery/cases.html index 2943b0310f891667641b0c39add19f5eb663c965..2445535de46f15352bb7bb65c14b46436bce19c4 100644 --- a/gallery/cases.html +++ b/gallery/cases.html @@ -10,7 +10,7 @@
-

Every agent, scene by scene

What each configuration built on the 20 Research Track scenes in the October 2026 Text-to-Scene re-run, as the evaluator saw it: four renders per scene from the benchmark's own cameras, with the case score and the agent's cost. Scores are truncated to three decimals; a case without a valid scene scores 0. Agents are ordered by their score on the scene; click a render for all four views.

Abandoned Psychiatric Hospital

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Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Castle River

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Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Egyptian Temple

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Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

European Street

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Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Factory Environment

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Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

House of Baeryeom

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Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Medieval Big Farm Town

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Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Medieval Buildings

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Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Nordic Harbour

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Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Post-Apocalyptic Stylized Market

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Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Sci-Fi Environment Offworld

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Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

New York Street

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Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Stylized Elven Valley

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Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Urban Decay

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Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Winter Town

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Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

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Every agent, scene by scene

What each configuration built on the 20 Research Track scenes in the October 2026 Text-to-Scene re-run, as the evaluator saw it: four renders per scene from the benchmark's own cameras, with the case score and the agent's cost. Scores are truncated to three decimals; a case without a valid scene scores 0. Agents are ordered by their score on the scene; click a render for all four views.

Abandoned Psychiatric Hospital

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Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Castle River

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Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Egyptian Temple

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Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

European Street

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Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Factory Environment

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Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

House of Baeryeom

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Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Medieval Big Farm Town

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Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Medieval Buildings

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Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Nordic Harbour

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Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Post-Apocalyptic Stylized Market

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Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Sci-Fi Environment Offworld

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Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

New York Street

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Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Stylized Elven Valley

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Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Urban Decay

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Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Winter Town

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Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

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-

Every scene, every agent

What each configuration built on the 20 Research Track scenes in the October 2026 Text-to-Scene re-run, as the evaluator saw it: four renders per scene from the benchmark's own cameras, with the case score and the agent's cost. Scores are truncated to three decimals; a case without a valid scene scores 0.

In leaderboard order. The strip shows the same five scenes for every agent: Blue City, Cyberpunk, Egyptian Temple, Nordic Harbour, Winter Town.

  1. 1Claude Sonnet 5.5 (max)AnthropicScore0.837Median cost$26.93
  2. 2Claude Opus 5.5 (max)AnthropicScore0.832Median cost$26.90
  3. 3Claude Fable 5.1 (max)AnthropicScore0.800Median cost$23.42
  4. 4GPT-6 Astra (max)OpenAIScore0.790Median cost$14.25
  5. 5GPT-6.1 Sol (max)OpenAIScore0.784Median cost$2.59
  6. 6Gemini 4 Argon (high)GoogleScore0.777Median cost$4.83
  7. 7GPT-6.1 Terra (max)OpenAIScore0.756Median cost$1.43
  8. 8DeepSeek V4.1 Flash 1017 (max)DeepSeekScore0.750Median cost$0.96
  9. 9GPT-5.6 Sol (max)OpenAIScore0.738Median cost$6.87
  10. 10Kimi K3.1 Pro (max)Moonshot AIScore0.735Median cost$4.82*
  11. 11Hy4 (max)TencentScore0.719Median cost$1.32
  12. 12Claude Haiku 5.5 (max)AnthropicScore0.718Median cost$2.43
  13. 13Muse Wonder Full 1.0 (max)MetaScore0.715Median cost$3.66*
  14. 14Kimi K3 (max)Moonshot AIScore0.714Median cost$6.23*
  15. 15Grok 4.7 (xhigh)xAIScore0.700Median cost$3.98
  16. 16Grok 4.6 (xhigh)xAIScore0.696Median cost$7.41
  17. 17Muse Spark 1.3 (max)MetaScore0.696Median cost$3.24*
  18. 18Gemini 3.8 Flash (high)GoogleScore0.694Median cost$3.85
  19. 19GPT-5.6 Terra (max)OpenAIScore0.688Median cost$2.90
  20. 20GPT-6 Luna (max)OpenAIScore0.688Median cost$0.16
  21. 21Muse Ember 1.0 (max)MetaScore0.664Median cost$0.09*
  22. 22GLM-5.3 Flash (max)Z.aiScore0.663Median cost$0.94
  23. 23Muse Wonder 1.0 (max)MetaScore0.644Median cost$2.17*
  24. 24MiMo V2.6 Pro (max)XiaomiScore0.632Median cost$0.92
  25. 25GPT-5.6 Luna (max)OpenAIScore0.630Median cost$0.16
  26. 26Crouton Alpha (max)StealthScore0.617Median cost–
  27. 27Muse Spark Open (max)MetaScore0.611Median cost$2.01
  28. 28Qwen3.8 27B (thinking on)AlibabaScore0.571Median cost$0.90*
  29. 29Gemma 4 31B (thinking off)GoogleScore0.553Median cost$0.04*
  30. 30Nemotron 3.5 Super VL (max)NVIDIAScore0.520Median cost$0.14
  31. 31Gemma 4 31B (thinking on)GoogleScore0.517Median cost$0.06*
  32. 32Qwen3.8 27B (thinking off)AlibabaScore0.514Median cost$0.75*
  33. 33Step 5 Preview (max)StepFunScore0.503Median cost$3.82
  34. 34DeepSeek V4.1 Flash (max)DeepSeekScore0.371Median cost$0.35
+

Every scene, every agent

What each configuration built on the 20 Research Track scenes in the October 2026 Text-to-Scene re-run, as the evaluator saw it: four renders per scene from the benchmark's own cameras, with the case score and the agent's cost. Scores are truncated to three decimals; a case without a valid scene scores 0.

In leaderboard order. The strip shows the same five scenes for every agent: Blue City, Cyberpunk, Egyptian Temple, Nordic Harbour, Winter Town.

  1. 1Claude Sonnet 5.5 (max)AnthropicScore0.837Median cost$26.93
  2. 2Claude Opus 5.5 (max)AnthropicScore0.832Median cost$26.90
  3. 3Gemini 4 Carbon (high)GoogleScore0.825Median cost$5.04
  4. 4Claude Fable 5.1 (max)AnthropicScore0.800Median cost$23.42
  5. 5GPT-6 Astra (max)OpenAIScore0.790Median cost$14.25
  6. 6GPT-6.1 Sol (max)OpenAIScore0.784Median cost$2.59
  7. 7Gemini 4 Argon (high)GoogleScore0.777Median cost$4.83
  8. 8GPT-6.1 Terra (max)OpenAIScore0.756Median cost$1.43
  9. 9DeepSeek V4.1 Flash 1017 (max)DeepSeekScore0.750Median cost$0.96
  10. 10GPT-5.6 Sol (max)OpenAIScore0.738Median cost$6.87
  11. 11Kimi K3.1 Pro (max)Moonshot AIScore0.735Median cost$4.82*
  12. 12Hy4 (max)TencentScore0.719Median cost$1.32
  13. 13Claude Haiku 5.5 (max)AnthropicScore0.718Median cost$2.43
  14. 14Muse Wonder Full 1.0 (max)MetaScore0.715Median cost$3.66*
  15. 15Kimi K3 (max)Moonshot AIScore0.714Median cost$6.23*
  16. 16Grok 4.7 (xhigh)xAIScore0.700Median cost$3.98
  17. 17Grok 4.6 (xhigh)xAIScore0.696Median cost$7.41
  18. 18Muse Spark 1.3 (max)MetaScore0.696Median cost$3.24*
  19. 19Gemini 3.8 Flash (high)GoogleScore0.694Median cost$3.85
  20. 20GPT-5.6 Terra (max)OpenAIScore0.688Median cost$2.90
  21. 21GPT-6 Luna (max)OpenAIScore0.688Median cost$0.16
  22. 22Muse Ember 1.0 (max)MetaScore0.664Median cost$0.09*
  23. 23GLM-5.3 Flash (max)Z.aiScore0.663Median cost$0.94
  24. 24Muse Wonder 1.0 (max)MetaScore0.644Median cost$2.17*
  25. 25MiMo V2.6 Pro (max)XiaomiScore0.632Median cost$0.92
  26. 26GPT-5.6 Luna (max)OpenAIScore0.630Median cost$0.16
  27. 27Crouton Alpha (max)StealthScore0.617Median cost–
  28. 28Muse Spark Open (max)MetaScore0.611Median cost$2.01
  29. 29Qwen3.8 27B (thinking on)AlibabaScore0.571Median cost$0.90*
  30. 30Gemma 4 31B (thinking off)GoogleScore0.553Median cost$0.04*
  31. 31Nemotron 3.5 Super VL (max)NVIDIAScore0.520Median cost$0.14
  32. 32Gemma 4 31B (thinking on)GoogleScore0.517Median cost$0.06*
  33. 33Qwen3.8 27B (thinking off)AlibabaScore0.514Median cost$0.75*
  34. 34Step 5 Preview (max)StepFunScore0.503Median cost$3.82
  35. 35DeepSeek V4.1 Flash (max)DeepSeekScore0.371Median cost$0.35
diff --git a/gallery/model/claude-fable-5.1-max.html b/gallery/model/claude-fable-5.1-max.html index 44f7ca784f389c4d336b658aa33d297d9939c5e7..c072749cb25bbad79dbb5878b8240d1f2b1dbe50 100644 --- a/gallery/model/claude-fable-5.1-max.html +++ b/gallery/model/claude-fable-5.1-max.html @@ -10,7 +10,7 @@
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Claude Fable 5.1 (max)

Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank3 of 34
Score0.800
Detailed0.746
Overview0.756
Physical0.983
Median cost$23.42

Abandoned Psychiatric Hospital

0.814Detailed 0.724 · Overview 0.813 · Physical 0.909$27.65All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.814Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.814Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.814Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.814

Blue City

0.824Detailed 0.724 · Overview 0.799 · Physical 1.000$16.53All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Claude Fable 5.1 (max) · Blue City · view 1 of 4 · score 0.824Claude Fable 5.1 (max) · Blue City · view 2 of 4 · score 0.824Claude Fable 5.1 (max) · Blue City · view 3 of 4 · score 0.824Claude Fable 5.1 (max) · Blue City · view 4 of 4 · score 0.824

Castle River

0.822Detailed 0.688 · Overview 0.807 · Physical 1.000$24.41All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Claude Fable 5.1 (max) · Castle River · view 1 of 4 · score 0.822Claude Fable 5.1 (max) · Castle River · view 2 of 4 · score 0.822Claude Fable 5.1 (max) · Castle River · view 3 of 4 · score 0.822Claude Fable 5.1 (max) · Castle River · view 4 of 4 · score 0.822

Cyberpunk

0.821Detailed 0.781 · Overview 0.775 · Physical 1.000$18.45All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Claude Fable 5.1 (max) · Cyberpunk · view 1 of 4 · score 0.821Claude Fable 5.1 (max) · Cyberpunk · view 2 of 4 · score 0.821Claude Fable 5.1 (max) · Cyberpunk · view 3 of 4 · score 0.821Claude Fable 5.1 (max) · Cyberpunk · view 4 of 4 · score 0.821

Egyptian Temple

0.804Detailed 0.863 · Overview 0.718 · Physical 1.000$21.14All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Claude Fable 5.1 (max) · Egyptian Temple · view 1 of 4 · score 0.804Claude Fable 5.1 (max) · Egyptian Temple · view 2 of 4 · score 0.804Claude Fable 5.1 (max) · Egyptian Temple · view 3 of 4 · score 0.804Claude Fable 5.1 (max) · Egyptian Temple · view 4 of 4 · score 0.804

European Street

0.633Detailed 0.661 · Overview 0.543 · Physical 0.875$7.67All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Claude Fable 5.1 (max) · European Street · view 1 of 4 · score 0.633Claude Fable 5.1 (max) · European Street · view 2 of 4 · score 0.633Claude Fable 5.1 (max) · European Street · view 3 of 4 · score 0.633Claude Fable 5.1 (max) · European Street · view 4 of 4 · score 0.633

Factory Environment

0.913Detailed 0.874 · Overview 0.898 · Physical 0.997$18.16All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Claude Fable 5.1 (max) · Factory Environment · view 1 of 4 · score 0.913Claude Fable 5.1 (max) · Factory Environment · view 2 of 4 · score 0.913Claude Fable 5.1 (max) · Factory Environment · view 3 of 4 · score 0.913Claude Fable 5.1 (max) · Factory Environment · view 4 of 4 · score 0.913

Hong Kong

0.899Detailed 0.837 · Overview 0.886 · Physical 0.997$34.97All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Claude Fable 5.1 (max) · Hong Kong · view 1 of 4 · score 0.899Claude Fable 5.1 (max) · Hong Kong · view 2 of 4 · score 0.899Claude Fable 5.1 (max) · Hong Kong · view 3 of 4 · score 0.899Claude Fable 5.1 (max) · Hong Kong · view 4 of 4 · score 0.899

House of Baeryeom

0.803Detailed 0.705 · Overview 0.771 · Physical 0.996$21.67All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Claude Fable 5.1 (max) · House of Baeryeom · view 1 of 4 · score 0.803Claude Fable 5.1 (max) · House of Baeryeom · view 2 of 4 · score 0.803Claude Fable 5.1 (max) · House of Baeryeom · view 3 of 4 · score 0.803Claude Fable 5.1 (max) · House of Baeryeom · view 4 of 4 · score 0.803

Medieval Big Farm Town

0.854Detailed 0.808 · Overview 0.822 · Physical 0.999$28.84All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Claude Fable 5.1 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.854Claude Fable 5.1 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.854Claude Fable 5.1 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.854Claude Fable 5.1 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.854

Medieval Buildings

0.856Detailed 0.817 · Overview 0.822 · Physical 1.000$16.82All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Claude Fable 5.1 (max) · Medieval Buildings · view 1 of 4 · score 0.856Claude Fable 5.1 (max) · Medieval Buildings · view 2 of 4 · score 0.856Claude Fable 5.1 (max) · Medieval Buildings · view 3 of 4 · score 0.856Claude Fable 5.1 (max) · Medieval Buildings · view 4 of 4 · score 0.856

Nordic Harbour

0.803Detailed 0.622 · Overview 0.798 · Physical 1.000$25.93All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Claude Fable 5.1 (max) · Nordic Harbour · view 1 of 4 · score 0.803Claude Fable 5.1 (max) · Nordic Harbour · view 2 of 4 · score 0.803Claude Fable 5.1 (max) · Nordic Harbour · view 3 of 4 · score 0.803Claude Fable 5.1 (max) · Nordic Harbour · view 4 of 4 · score 0.803

Paris

0.746Detailed 0.607 · Overview 0.730 · Physical 0.932$49.81All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Claude Fable 5.1 (max) · Paris · view 1 of 4 · score 0.746Claude Fable 5.1 (max) · Paris · view 2 of 4 · score 0.746Claude Fable 5.1 (max) · Paris · view 3 of 4 · score 0.746Claude Fable 5.1 (max) · Paris · view 4 of 4 · score 0.746

Post-Apocalyptic Stylized Market

0.664Detailed 0.825 · Overview 0.504 · Physical 0.985$19.34All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.664Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.664Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.664Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.664

Ruins

0.803Detailed 0.692 · Overview 0.774 · Physical 1.000$31.10All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Claude Fable 5.1 (max) · Ruins · view 1 of 4 · score 0.803Claude Fable 5.1 (max) · Ruins · view 2 of 4 · score 0.803Claude Fable 5.1 (max) · Ruins · view 3 of 4 · score 0.803Claude Fable 5.1 (max) · Ruins · view 4 of 4 · score 0.803

Sci-Fi Environment Offworld

0.810Detailed 0.662 · Overview 0.796 · Physical 1.000$9.10All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.810Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.810Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.810Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.810

New York Street

0.696Detailed 0.740 · Overview 0.587 · Physical 0.978$25.09All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Claude Fable 5.1 (max) · New York Street · view 1 of 4 · score 0.696Claude Fable 5.1 (max) · New York Street · view 2 of 4 · score 0.696Claude Fable 5.1 (max) · New York Street · view 3 of 4 · score 0.696Claude Fable 5.1 (max) · New York Street · view 4 of 4 · score 0.696

Stylized Elven Valley

0.883Detailed 0.963 · Overview 0.817 · Physical 1.000$22.43All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Claude Fable 5.1 (max) · Stylized Elven Valley · view 1 of 4 · score 0.883Claude Fable 5.1 (max) · Stylized Elven Valley · view 2 of 4 · score 0.883Claude Fable 5.1 (max) · Stylized Elven Valley · view 3 of 4 · score 0.883Claude Fable 5.1 (max) · Stylized Elven Valley · view 4 of 4 · score 0.883

Urban Decay

0.793Detailed 0.740 · Overview 0.742 · Physical 0.998$29.86All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Claude Fable 5.1 (max) · Urban Decay · view 1 of 4 · score 0.793Claude Fable 5.1 (max) · Urban Decay · view 2 of 4 · score 0.793Claude Fable 5.1 (max) · Urban Decay · view 3 of 4 · score 0.793Claude Fable 5.1 (max) · Urban Decay · view 4 of 4 · score 0.793

Winter Town

0.753Detailed 0.588 · Overview 0.726 · Physical 0.999$25.59All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Claude Fable 5.1 (max) · Winter Town · view 1 of 4 · score 0.753Claude Fable 5.1 (max) · Winter Town · view 2 of 4 · score 0.753Claude Fable 5.1 (max) · Winter Town · view 3 of 4 · score 0.753Claude Fable 5.1 (max) · Winter Town · view 4 of 4 · score 0.753
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Claude Fable 5.1 (max)

Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank4 of 35
Score0.800
Detailed0.746
Overview0.756
Physical0.983
Median cost$23.42

Abandoned Psychiatric Hospital

0.814Detailed 0.724 · Overview 0.813 · Physical 0.909$27.65All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.814Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.814Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.814Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.814

Blue City

0.824Detailed 0.724 · Overview 0.799 · Physical 1.000$16.53All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Claude Fable 5.1 (max) · Blue City · view 1 of 4 · score 0.824Claude Fable 5.1 (max) · Blue City · view 2 of 4 · score 0.824Claude Fable 5.1 (max) · Blue City · view 3 of 4 · score 0.824Claude Fable 5.1 (max) · Blue City · view 4 of 4 · score 0.824

Castle River

0.822Detailed 0.688 · Overview 0.807 · Physical 1.000$24.41All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Claude Fable 5.1 (max) · Castle River · view 1 of 4 · score 0.822Claude Fable 5.1 (max) · Castle River · view 2 of 4 · score 0.822Claude Fable 5.1 (max) · Castle River · view 3 of 4 · score 0.822Claude Fable 5.1 (max) · Castle River · view 4 of 4 · score 0.822

Cyberpunk

0.821Detailed 0.781 · Overview 0.775 · Physical 1.000$18.45All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Claude Fable 5.1 (max) · Cyberpunk · view 1 of 4 · score 0.821Claude Fable 5.1 (max) · Cyberpunk · view 2 of 4 · score 0.821Claude Fable 5.1 (max) · Cyberpunk · view 3 of 4 · score 0.821Claude Fable 5.1 (max) · Cyberpunk · view 4 of 4 · score 0.821

Egyptian Temple

0.804Detailed 0.863 · Overview 0.718 · Physical 1.000$21.14All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Claude Fable 5.1 (max) · Egyptian Temple · view 1 of 4 · score 0.804Claude Fable 5.1 (max) · Egyptian Temple · view 2 of 4 · score 0.804Claude Fable 5.1 (max) · Egyptian Temple · view 3 of 4 · score 0.804Claude Fable 5.1 (max) · Egyptian Temple · view 4 of 4 · score 0.804

European Street

0.633Detailed 0.661 · Overview 0.543 · Physical 0.875$7.67All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Claude Fable 5.1 (max) · European Street · view 1 of 4 · score 0.633Claude Fable 5.1 (max) · European Street · view 2 of 4 · score 0.633Claude Fable 5.1 (max) · European Street · view 3 of 4 · score 0.633Claude Fable 5.1 (max) · European Street · view 4 of 4 · score 0.633

Factory Environment

0.913Detailed 0.874 · Overview 0.898 · Physical 0.997$18.16All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Claude Fable 5.1 (max) · Factory Environment · view 1 of 4 · score 0.913Claude Fable 5.1 (max) · Factory Environment · view 2 of 4 · score 0.913Claude Fable 5.1 (max) · Factory Environment · view 3 of 4 · score 0.913Claude Fable 5.1 (max) · Factory Environment · view 4 of 4 · score 0.913

Hong Kong

0.899Detailed 0.837 · Overview 0.886 · Physical 0.997$34.97All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Claude Fable 5.1 (max) · Hong Kong · view 1 of 4 · score 0.899Claude Fable 5.1 (max) · Hong Kong · view 2 of 4 · score 0.899Claude Fable 5.1 (max) · Hong Kong · view 3 of 4 · score 0.899Claude Fable 5.1 (max) · Hong Kong · view 4 of 4 · score 0.899

House of Baeryeom

0.803Detailed 0.705 · Overview 0.771 · Physical 0.996$21.67All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Claude Fable 5.1 (max) · House of Baeryeom · view 1 of 4 · score 0.803Claude Fable 5.1 (max) · House of Baeryeom · view 2 of 4 · score 0.803Claude Fable 5.1 (max) · House of Baeryeom · view 3 of 4 · score 0.803Claude Fable 5.1 (max) · House of Baeryeom · view 4 of 4 · score 0.803

Medieval Big Farm Town

0.854Detailed 0.808 · Overview 0.822 · Physical 0.999$28.84All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Claude Fable 5.1 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.854Claude Fable 5.1 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.854Claude Fable 5.1 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.854Claude Fable 5.1 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.854

Medieval Buildings

0.856Detailed 0.817 · Overview 0.822 · Physical 1.000$16.82All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Claude Fable 5.1 (max) · Medieval Buildings · view 1 of 4 · score 0.856Claude Fable 5.1 (max) · Medieval Buildings · view 2 of 4 · score 0.856Claude Fable 5.1 (max) · Medieval Buildings · view 3 of 4 · score 0.856Claude Fable 5.1 (max) · Medieval Buildings · view 4 of 4 · score 0.856

Nordic Harbour

0.803Detailed 0.622 · Overview 0.798 · Physical 1.000$25.93All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Claude Fable 5.1 (max) · Nordic Harbour · view 1 of 4 · score 0.803Claude Fable 5.1 (max) · Nordic Harbour · view 2 of 4 · score 0.803Claude Fable 5.1 (max) · Nordic Harbour · view 3 of 4 · score 0.803Claude Fable 5.1 (max) · Nordic Harbour · view 4 of 4 · score 0.803

Paris

0.746Detailed 0.607 · Overview 0.730 · Physical 0.932$49.81All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Claude Fable 5.1 (max) · Paris · view 1 of 4 · score 0.746Claude Fable 5.1 (max) · Paris · view 2 of 4 · score 0.746Claude Fable 5.1 (max) · Paris · view 3 of 4 · score 0.746Claude Fable 5.1 (max) · Paris · view 4 of 4 · score 0.746

Post-Apocalyptic Stylized Market

0.664Detailed 0.825 · Overview 0.504 · Physical 0.985$19.34All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.664Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.664Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.664Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.664

Ruins

0.803Detailed 0.692 · Overview 0.774 · Physical 1.000$31.10All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Claude Fable 5.1 (max) · Ruins · view 1 of 4 · score 0.803Claude Fable 5.1 (max) · Ruins · view 2 of 4 · score 0.803Claude Fable 5.1 (max) · Ruins · view 3 of 4 · score 0.803Claude Fable 5.1 (max) · Ruins · view 4 of 4 · score 0.803

Sci-Fi Environment Offworld

0.810Detailed 0.662 · Overview 0.796 · Physical 1.000$9.10All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.810Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.810Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.810Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.810

New York Street

0.696Detailed 0.740 · Overview 0.587 · Physical 0.978$25.09All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Claude Fable 5.1 (max) · New York Street · view 1 of 4 · score 0.696Claude Fable 5.1 (max) · New York Street · view 2 of 4 · score 0.696Claude Fable 5.1 (max) · New York Street · view 3 of 4 · score 0.696Claude Fable 5.1 (max) · New York Street · view 4 of 4 · score 0.696

Stylized Elven Valley

0.883Detailed 0.963 · Overview 0.817 · Physical 1.000$22.43All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Claude Fable 5.1 (max) · Stylized Elven Valley · view 1 of 4 · score 0.883Claude Fable 5.1 (max) · Stylized Elven Valley · view 2 of 4 · score 0.883Claude Fable 5.1 (max) · Stylized Elven Valley · view 3 of 4 · score 0.883Claude Fable 5.1 (max) · Stylized Elven Valley · view 4 of 4 · score 0.883

Urban Decay

0.793Detailed 0.740 · Overview 0.742 · Physical 0.998$29.86All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Claude Fable 5.1 (max) · Urban Decay · view 1 of 4 · score 0.793Claude Fable 5.1 (max) · Urban Decay · view 2 of 4 · score 0.793Claude Fable 5.1 (max) · Urban Decay · view 3 of 4 · score 0.793Claude Fable 5.1 (max) · Urban Decay · view 4 of 4 · score 0.793

Winter Town

0.753Detailed 0.588 · Overview 0.726 · Physical 0.999$25.59All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Claude Fable 5.1 (max) · Winter Town · view 1 of 4 · score 0.753Claude Fable 5.1 (max) · Winter Town · view 2 of 4 · score 0.753Claude Fable 5.1 (max) · Winter Town · view 3 of 4 · score 0.753Claude Fable 5.1 (max) · Winter Town · view 4 of 4 · score 0.753
diff --git a/gallery/model/claude-haiku-5.5-max.html b/gallery/model/claude-haiku-5.5-max.html index e4adacd4a600676b752be917954da4bb544d6761..9f1fb246326a05fcddd35bdc57f78f543ea9c0c5 100644 --- a/gallery/model/claude-haiku-5.5-max.html +++ b/gallery/model/claude-haiku-5.5-max.html @@ -10,7 +10,7 @@
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Claude Haiku 5.5 (max)

Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank12 of 34
Score0.718
Detailed0.652
Overview0.667
Physical0.937
Median cost$2.43

Abandoned Psychiatric Hospital

0.757Detailed 0.717 · Overview 0.690 · Physical 1.000$3.49All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.757Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.757Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.757Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.757

Blue City

0.605Detailed 0.541 · Overview 0.570 · Physical 0.773$1.43All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Claude Haiku 5.5 (max) · Blue City · view 1 of 4 · score 0.605Claude Haiku 5.5 (max) · Blue City · view 2 of 4 · score 0.605Claude Haiku 5.5 (max) · Blue City · view 3 of 4 · score 0.605Claude Haiku 5.5 (max) · Blue City · view 4 of 4 · score 0.605

Castle River

0.643Detailed 0.627 · Overview 0.529 · Physical 1.000$2.49All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Claude Haiku 5.5 (max) · Castle River · view 1 of 4 · score 0.643Claude Haiku 5.5 (max) · Castle River · view 2 of 4 · score 0.643Claude Haiku 5.5 (max) · Castle River · view 3 of 4 · score 0.643Claude Haiku 5.5 (max) · Castle River · view 4 of 4 · score 0.643

Cyberpunk

0.785Detailed 0.715 · Overview 0.737 · Physical 0.998$4.17All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Claude Haiku 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.785Claude Haiku 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.785Claude Haiku 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.785Claude Haiku 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.785

Egyptian Temple

0.829Detailed 0.779 · Overview 0.792 · Physical 0.990$2.13All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Claude Haiku 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.829Claude Haiku 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.829Claude Haiku 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.829Claude Haiku 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.829

European Street

0.765Detailed 0.573 · Overview 0.789 · Physical 0.885$3.76All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Claude Haiku 5.5 (max) · European Street · view 1 of 4 · score 0.765Claude Haiku 5.5 (max) · European Street · view 2 of 4 · score 0.765Claude Haiku 5.5 (max) · European Street · view 3 of 4 · score 0.765Claude Haiku 5.5 (max) · European Street · view 4 of 4 · score 0.765

Factory Environment

0.771Detailed 0.777 · Overview 0.790 · Physical 0.708$1.70All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Claude Haiku 5.5 (max) · Factory Environment · view 1 of 4 · score 0.771Claude Haiku 5.5 (max) · Factory Environment · view 2 of 4 · score 0.771Claude Haiku 5.5 (max) · Factory Environment · view 3 of 4 · score 0.771Claude Haiku 5.5 (max) · Factory Environment · view 4 of 4 · score 0.771

Hong Kong

0.799Detailed 0.790 · Overview 0.741 · Physical 0.984$2.87All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Claude Haiku 5.5 (max) · Hong Kong · view 1 of 4 · score 0.799Claude Haiku 5.5 (max) · Hong Kong · view 2 of 4 · score 0.799Claude Haiku 5.5 (max) · Hong Kong · view 3 of 4 · score 0.799Claude Haiku 5.5 (max) · Hong Kong · view 4 of 4 · score 0.799

House of Baeryeom

0.812Detailed 0.746 · Overview 0.771 · Physical 1.000$1.29All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Claude Haiku 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.812Claude Haiku 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.812Claude Haiku 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.812Claude Haiku 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.812

Medieval Big Farm Town

0.683Detailed 0.577 · Overview 0.612 · Physical 1.000$2.38All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.683Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.683Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.683Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.683

Medieval Buildings

0.725Detailed 0.649 · Overview 0.753 · Physical 0.715$2.43All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Claude Haiku 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.725Claude Haiku 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.725Claude Haiku 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.725Claude Haiku 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.725

Nordic Harbour

0.637Detailed 0.504 · Overview 0.611 · Physical 0.849$2.26All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Claude Haiku 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.637Claude Haiku 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.637Claude Haiku 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.637Claude Haiku 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.637

Paris

0.740Detailed 0.676 · Overview 0.705 · Physical 0.907$4.16All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Claude Haiku 5.5 (max) · Paris · view 1 of 4 · score 0.740Claude Haiku 5.5 (max) · Paris · view 2 of 4 · score 0.740Claude Haiku 5.5 (max) · Paris · view 3 of 4 · score 0.740Claude Haiku 5.5 (max) · Paris · view 4 of 4 · score 0.740

Post-Apocalyptic Stylized Market

0.734Detailed 0.631 · Overview 0.680 · Physical 0.998$2.47All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.734Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.734Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.734Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.734

Ruins

0.601Detailed 0.584 · Overview 0.476 · Physical 0.995$1.81All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Claude Haiku 5.5 (max) · Ruins · view 1 of 4 · score 0.601Claude Haiku 5.5 (max) · Ruins · view 2 of 4 · score 0.601Claude Haiku 5.5 (max) · Ruins · view 3 of 4 · score 0.601Claude Haiku 5.5 (max) · Ruins · view 4 of 4 · score 0.601

Sci-Fi Environment Offworld

0.724Detailed 0.637 · Overview 0.661 · Physical 1.000$0.58All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.724Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.724Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.724Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.724

New York Street

0.778Detailed 0.618 · Overview 0.757 · Physical 1.000$2.65All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Claude Haiku 5.5 (max) · New York Street · view 1 of 4 · score 0.778Claude Haiku 5.5 (max) · New York Street · view 2 of 4 · score 0.778Claude Haiku 5.5 (max) · New York Street · view 3 of 4 · score 0.778Claude Haiku 5.5 (max) · New York Street · view 4 of 4 · score 0.778

Stylized Elven Valley

0.637Detailed 0.698 · Overview 0.507 · Physical 0.968$2.41All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Claude Haiku 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.637Claude Haiku 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.637Claude Haiku 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.637Claude Haiku 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.637

Urban Decay

0.771Detailed 0.752 · Overview 0.708 · Physical 0.980$2.43All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Claude Haiku 5.5 (max) · Urban Decay · view 1 of 4 · score 0.771Claude Haiku 5.5 (max) · Urban Decay · view 2 of 4 · score 0.771Claude Haiku 5.5 (max) · Urban Decay · view 3 of 4 · score 0.771Claude Haiku 5.5 (max) · Urban Decay · view 4 of 4 · score 0.771

Winter Town

0.572Detailed 0.448 · Overview 0.470 · Physical 1.000$3.38All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Claude Haiku 5.5 (max) · Winter Town · view 1 of 4 · score 0.572Claude Haiku 5.5 (max) · Winter Town · view 2 of 4 · score 0.572Claude Haiku 5.5 (max) · Winter Town · view 3 of 4 · score 0.572Claude Haiku 5.5 (max) · Winter Town · view 4 of 4 · score 0.572
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Claude Haiku 5.5 (max)

Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank13 of 35
Score0.718
Detailed0.652
Overview0.667
Physical0.937
Median cost$2.43

Abandoned Psychiatric Hospital

0.757Detailed 0.717 · Overview 0.690 · Physical 1.000$3.49All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.757Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.757Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.757Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.757

Blue City

0.605Detailed 0.541 · Overview 0.570 · Physical 0.773$1.43All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Claude Haiku 5.5 (max) · Blue City · view 1 of 4 · score 0.605Claude Haiku 5.5 (max) · Blue City · view 2 of 4 · score 0.605Claude Haiku 5.5 (max) · Blue City · view 3 of 4 · score 0.605Claude Haiku 5.5 (max) · Blue City · view 4 of 4 · score 0.605

Castle River

0.643Detailed 0.627 · Overview 0.529 · Physical 1.000$2.49All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Claude Haiku 5.5 (max) · Castle River · view 1 of 4 · score 0.643Claude Haiku 5.5 (max) · Castle River · view 2 of 4 · score 0.643Claude Haiku 5.5 (max) · Castle River · view 3 of 4 · score 0.643Claude Haiku 5.5 (max) · Castle River · view 4 of 4 · score 0.643

Cyberpunk

0.785Detailed 0.715 · Overview 0.737 · Physical 0.998$4.17All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Claude Haiku 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.785Claude Haiku 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.785Claude Haiku 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.785Claude Haiku 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.785

Egyptian Temple

0.829Detailed 0.779 · Overview 0.792 · Physical 0.990$2.13All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Claude Haiku 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.829Claude Haiku 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.829Claude Haiku 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.829Claude Haiku 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.829

European Street

0.765Detailed 0.573 · Overview 0.789 · Physical 0.885$3.76All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Claude Haiku 5.5 (max) · European Street · view 1 of 4 · score 0.765Claude Haiku 5.5 (max) · European Street · view 2 of 4 · score 0.765Claude Haiku 5.5 (max) · European Street · view 3 of 4 · score 0.765Claude Haiku 5.5 (max) · European Street · view 4 of 4 · score 0.765

Factory Environment

0.771Detailed 0.777 · Overview 0.790 · Physical 0.708$1.70All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Claude Haiku 5.5 (max) · Factory Environment · view 1 of 4 · score 0.771Claude Haiku 5.5 (max) · Factory Environment · view 2 of 4 · score 0.771Claude Haiku 5.5 (max) · Factory Environment · view 3 of 4 · score 0.771Claude Haiku 5.5 (max) · Factory Environment · view 4 of 4 · score 0.771

Hong Kong

0.799Detailed 0.790 · Overview 0.741 · Physical 0.984$2.87All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Claude Haiku 5.5 (max) · Hong Kong · view 1 of 4 · score 0.799Claude Haiku 5.5 (max) · Hong Kong · view 2 of 4 · score 0.799Claude Haiku 5.5 (max) · Hong Kong · view 3 of 4 · score 0.799Claude Haiku 5.5 (max) · Hong Kong · view 4 of 4 · score 0.799

House of Baeryeom

0.812Detailed 0.746 · Overview 0.771 · Physical 1.000$1.29All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Claude Haiku 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.812Claude Haiku 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.812Claude Haiku 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.812Claude Haiku 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.812

Medieval Big Farm Town

0.683Detailed 0.577 · Overview 0.612 · Physical 1.000$2.38All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.683Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.683Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.683Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.683

Medieval Buildings

0.725Detailed 0.649 · Overview 0.753 · Physical 0.715$2.43All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Claude Haiku 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.725Claude Haiku 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.725Claude Haiku 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.725Claude Haiku 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.725

Nordic Harbour

0.637Detailed 0.504 · Overview 0.611 · Physical 0.849$2.26All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Claude Haiku 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.637Claude Haiku 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.637Claude Haiku 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.637Claude Haiku 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.637

Paris

0.740Detailed 0.676 · Overview 0.705 · Physical 0.907$4.16All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Claude Haiku 5.5 (max) · Paris · view 1 of 4 · score 0.740Claude Haiku 5.5 (max) · Paris · view 2 of 4 · score 0.740Claude Haiku 5.5 (max) · Paris · view 3 of 4 · score 0.740Claude Haiku 5.5 (max) · Paris · view 4 of 4 · score 0.740

Post-Apocalyptic Stylized Market

0.734Detailed 0.631 · Overview 0.680 · Physical 0.998$2.47All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.734Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.734Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.734Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.734

Ruins

0.601Detailed 0.584 · Overview 0.476 · Physical 0.995$1.81All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Claude Haiku 5.5 (max) · Ruins · view 1 of 4 · score 0.601Claude Haiku 5.5 (max) · Ruins · view 2 of 4 · score 0.601Claude Haiku 5.5 (max) · Ruins · view 3 of 4 · score 0.601Claude Haiku 5.5 (max) · Ruins · view 4 of 4 · score 0.601

Sci-Fi Environment Offworld

0.724Detailed 0.637 · Overview 0.661 · Physical 1.000$0.58All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.724Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.724Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.724Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.724

New York Street

0.778Detailed 0.618 · Overview 0.757 · Physical 1.000$2.65All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Claude Haiku 5.5 (max) · New York Street · view 1 of 4 · score 0.778Claude Haiku 5.5 (max) · New York Street · view 2 of 4 · score 0.778Claude Haiku 5.5 (max) · New York Street · view 3 of 4 · score 0.778Claude Haiku 5.5 (max) · New York Street · view 4 of 4 · score 0.778

Stylized Elven Valley

0.637Detailed 0.698 · Overview 0.507 · Physical 0.968$2.41All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Claude Haiku 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.637Claude Haiku 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.637Claude Haiku 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.637Claude Haiku 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.637

Urban Decay

0.771Detailed 0.752 · Overview 0.708 · Physical 0.980$2.43All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Claude Haiku 5.5 (max) · Urban Decay · view 1 of 4 · score 0.771Claude Haiku 5.5 (max) · Urban Decay · view 2 of 4 · score 0.771Claude Haiku 5.5 (max) · Urban Decay · view 3 of 4 · score 0.771Claude Haiku 5.5 (max) · Urban Decay · view 4 of 4 · score 0.771

Winter Town

0.572Detailed 0.448 · Overview 0.470 · Physical 1.000$3.38All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Claude Haiku 5.5 (max) · Winter Town · view 1 of 4 · score 0.572Claude Haiku 5.5 (max) · Winter Town · view 2 of 4 · score 0.572Claude Haiku 5.5 (max) · Winter Town · view 3 of 4 · score 0.572Claude Haiku 5.5 (max) · Winter Town · view 4 of 4 · score 0.572
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Claude Opus 5.5 (max)

Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank2 of 34
Score0.832
Detailed0.763
Overview0.818
Physical0.943
Median cost$26.90

Abandoned Psychiatric Hospital

0.828Detailed 0.812 · Overview 0.806 · Physical 0.912$30.95All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.828Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.828Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.828Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.828

Blue City

0.747Detailed 0.620 · Overview 0.707 · Physical 0.992$27.40All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Claude Opus 5.5 (max) · Blue City · view 1 of 4 · score 0.747Claude Opus 5.5 (max) · Blue City · view 2 of 4 · score 0.747Claude Opus 5.5 (max) · Blue City · view 3 of 4 · score 0.747Claude Opus 5.5 (max) · Blue City · view 4 of 4 · score 0.747

Castle River

0.888Detailed 0.751 · Overview 0.897 · Physical 1.000$52.38All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Claude Opus 5.5 (max) · Castle River · view 1 of 4 · score 0.888Claude Opus 5.5 (max) · Castle River · view 2 of 4 · score 0.888Claude Opus 5.5 (max) · Castle River · view 3 of 4 · score 0.888Claude Opus 5.5 (max) · Castle River · view 4 of 4 · score 0.888

Cyberpunk

0.771Detailed 0.796 · Overview 0.686 · Physical 0.999$19.85All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Claude Opus 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.771Claude Opus 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.771Claude Opus 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.771Claude Opus 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.771

Egyptian Temple

0.793Detailed 0.788 · Overview 0.790 · Physical 0.808$26.41All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Claude Opus 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.793Claude Opus 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.793Claude Opus 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.793Claude Opus 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.793

European Street

0.762Detailed 0.499 · Overview 0.785 · Physical 0.958$18.37All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Claude Opus 5.5 (max) · European Street · view 1 of 4 · score 0.762Claude Opus 5.5 (max) · European Street · view 2 of 4 · score 0.762Claude Opus 5.5 (max) · European Street · view 3 of 4 · score 0.762Claude Opus 5.5 (max) · European Street · view 4 of 4 · score 0.762

Factory Environment

0.903Detailed 0.850 · Overview 0.889 · Physical 1.000$22.38All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Claude Opus 5.5 (max) · Factory Environment · view 1 of 4 · score 0.903Claude Opus 5.5 (max) · Factory Environment · view 2 of 4 · score 0.903Claude Opus 5.5 (max) · Factory Environment · view 3 of 4 · score 0.903Claude Opus 5.5 (max) · Factory Environment · view 4 of 4 · score 0.903

Hong Kong

0.822Detailed 0.847 · Overview 0.759 · Physical 0.986$36.49All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Claude Opus 5.5 (max) · Hong Kong · view 1 of 4 · score 0.822Claude Opus 5.5 (max) · Hong Kong · view 2 of 4 · score 0.822Claude Opus 5.5 (max) · Hong Kong · view 3 of 4 · score 0.822Claude Opus 5.5 (max) · Hong Kong · view 4 of 4 · score 0.822

House of Baeryeom

0.844Detailed 0.783 · Overview 0.822 · Physical 0.971$21.70All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Claude Opus 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.844Claude Opus 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.844Claude Opus 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.844Claude Opus 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.844

Medieval Big Farm Town

0.867Detailed 0.762 · Overview 0.859 · Physical 1.000$19.68All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Claude Opus 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.867Claude Opus 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.867Claude Opus 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.867Claude Opus 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.867

Medieval Buildings

0.883Detailed 0.786 · Overview 0.901 · Physical 0.929$28.25All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Claude Opus 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.883Claude Opus 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.883Claude Opus 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.883Claude Opus 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.883

Nordic Harbour

0.885Detailed 0.781 · Overview 0.893 · Physical 0.965$24.55All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Claude Opus 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.885Claude Opus 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.885Claude Opus 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.885Claude Opus 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.885

Paris

0.865Detailed 0.722 · Overview 0.901 · Physical 0.903$40.38All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Claude Opus 5.5 (max) · Paris · view 1 of 4 · score 0.865Claude Opus 5.5 (max) · Paris · view 2 of 4 · score 0.865Claude Opus 5.5 (max) · Paris · view 3 of 4 · score 0.865Claude Opus 5.5 (max) · Paris · view 4 of 4 · score 0.865

Post-Apocalyptic Stylized Market

0.831Detailed 0.747 · Overview 0.807 · Physical 0.990$19.68All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.831Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.831Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.831Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.831

Ruins

0.921Detailed 0.857 · Overview 0.918 · Physical 0.996$32.81All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Claude Opus 5.5 (max) · Ruins · view 1 of 4 · score 0.921Claude Opus 5.5 (max) · Ruins · view 2 of 4 · score 0.921Claude Opus 5.5 (max) · Ruins · view 3 of 4 · score 0.921Claude Opus 5.5 (max) · Ruins · view 4 of 4 · score 0.921

Sci-Fi Environment Offworld

0.851Detailed 0.687 · Overview 0.866 · Physical 0.972$10.81All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.851Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.851Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.851Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.851

New York Street

0.674Detailed 0.639 · Overview 0.577 · Physical 1.000$32.07All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Claude Opus 5.5 (max) · New York Street · view 1 of 4 · score 0.674Claude Opus 5.5 (max) · New York Street · view 2 of 4 · score 0.674Claude Opus 5.5 (max) · New York Street · view 3 of 4 · score 0.674Claude Opus 5.5 (max) · New York Street · view 4 of 4 · score 0.674

Stylized Elven Valley

0.876Detailed 0.916 · Overview 0.825 · Physical 0.989$24.35All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Claude Opus 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.876Claude Opus 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.876Claude Opus 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.876Claude Opus 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.876

Urban Decay

0.770Detailed 0.876 · Overview 0.824 · Physical 0.500$36.43All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Claude Opus 5.5 (max) · Urban Decay · view 1 of 4 · score 0.770Claude Opus 5.5 (max) · Urban Decay · view 2 of 4 · score 0.770Claude Opus 5.5 (max) · Urban Decay · view 3 of 4 · score 0.770Claude Opus 5.5 (max) · Urban Decay · view 4 of 4 · score 0.770

Winter Town

0.859Detailed 0.739 · Overview 0.852 · Physical 0.997$39.36All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Claude Opus 5.5 (max) · Winter Town · view 1 of 4 · score 0.859Claude Opus 5.5 (max) · Winter Town · view 2 of 4 · score 0.859Claude Opus 5.5 (max) · Winter Town · view 3 of 4 · score 0.859Claude Opus 5.5 (max) · Winter Town · view 4 of 4 · score 0.859
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Claude Opus 5.5 (max)

Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank2 of 35
Score0.832
Detailed0.763
Overview0.818
Physical0.943
Median cost$26.90

Abandoned Psychiatric Hospital

0.828Detailed 0.812 · Overview 0.806 · Physical 0.912$30.95All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.828Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.828Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.828Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.828

Blue City

0.747Detailed 0.620 · Overview 0.707 · Physical 0.992$27.40All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Claude Opus 5.5 (max) · Blue City · view 1 of 4 · score 0.747Claude Opus 5.5 (max) · Blue City · view 2 of 4 · score 0.747Claude Opus 5.5 (max) · Blue City · view 3 of 4 · score 0.747Claude Opus 5.5 (max) · Blue City · view 4 of 4 · score 0.747

Castle River

0.888Detailed 0.751 · Overview 0.897 · Physical 1.000$52.38All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Claude Opus 5.5 (max) · Castle River · view 1 of 4 · score 0.888Claude Opus 5.5 (max) · Castle River · view 2 of 4 · score 0.888Claude Opus 5.5 (max) · Castle River · view 3 of 4 · score 0.888Claude Opus 5.5 (max) · Castle River · view 4 of 4 · score 0.888

Cyberpunk

0.771Detailed 0.796 · Overview 0.686 · Physical 0.999$19.85All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Claude Opus 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.771Claude Opus 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.771Claude Opus 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.771Claude Opus 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.771

Egyptian Temple

0.793Detailed 0.788 · Overview 0.790 · Physical 0.808$26.41All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Claude Opus 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.793Claude Opus 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.793Claude Opus 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.793Claude Opus 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.793

European Street

0.762Detailed 0.499 · Overview 0.785 · Physical 0.958$18.37All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Claude Opus 5.5 (max) · European Street · view 1 of 4 · score 0.762Claude Opus 5.5 (max) · European Street · view 2 of 4 · score 0.762Claude Opus 5.5 (max) · European Street · view 3 of 4 · score 0.762Claude Opus 5.5 (max) · European Street · view 4 of 4 · score 0.762

Factory Environment

0.903Detailed 0.850 · Overview 0.889 · Physical 1.000$22.38All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Claude Opus 5.5 (max) · Factory Environment · view 1 of 4 · score 0.903Claude Opus 5.5 (max) · Factory Environment · view 2 of 4 · score 0.903Claude Opus 5.5 (max) · Factory Environment · view 3 of 4 · score 0.903Claude Opus 5.5 (max) · Factory Environment · view 4 of 4 · score 0.903

Hong Kong

0.822Detailed 0.847 · Overview 0.759 · Physical 0.986$36.49All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Claude Opus 5.5 (max) · Hong Kong · view 1 of 4 · score 0.822Claude Opus 5.5 (max) · Hong Kong · view 2 of 4 · score 0.822Claude Opus 5.5 (max) · Hong Kong · view 3 of 4 · score 0.822Claude Opus 5.5 (max) · Hong Kong · view 4 of 4 · score 0.822

House of Baeryeom

0.844Detailed 0.783 · Overview 0.822 · Physical 0.971$21.70All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Claude Opus 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.844Claude Opus 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.844Claude Opus 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.844Claude Opus 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.844

Medieval Big Farm Town

0.867Detailed 0.762 · Overview 0.859 · Physical 1.000$19.68All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Claude Opus 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.867Claude Opus 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.867Claude Opus 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.867Claude Opus 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.867

Medieval Buildings

0.883Detailed 0.786 · Overview 0.901 · Physical 0.929$28.25All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Claude Opus 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.883Claude Opus 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.883Claude Opus 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.883Claude Opus 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.883

Nordic Harbour

0.885Detailed 0.781 · Overview 0.893 · Physical 0.965$24.55All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Claude Opus 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.885Claude Opus 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.885Claude Opus 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.885Claude Opus 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.885

Paris

0.865Detailed 0.722 · Overview 0.901 · Physical 0.903$40.38All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Claude Opus 5.5 (max) · Paris · view 1 of 4 · score 0.865Claude Opus 5.5 (max) · Paris · view 2 of 4 · score 0.865Claude Opus 5.5 (max) · Paris · view 3 of 4 · score 0.865Claude Opus 5.5 (max) · Paris · view 4 of 4 · score 0.865

Post-Apocalyptic Stylized Market

0.831Detailed 0.747 · Overview 0.807 · Physical 0.990$19.68All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.831Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.831Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.831Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.831

Ruins

0.921Detailed 0.857 · Overview 0.918 · Physical 0.996$32.81All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Claude Opus 5.5 (max) · Ruins · view 1 of 4 · score 0.921Claude Opus 5.5 (max) · Ruins · view 2 of 4 · score 0.921Claude Opus 5.5 (max) · Ruins · view 3 of 4 · score 0.921Claude Opus 5.5 (max) · Ruins · view 4 of 4 · score 0.921

Sci-Fi Environment Offworld

0.851Detailed 0.687 · Overview 0.866 · Physical 0.972$10.81All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.851Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.851Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.851Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.851

New York Street

0.674Detailed 0.639 · Overview 0.577 · Physical 1.000$32.07All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Claude Opus 5.5 (max) · New York Street · view 1 of 4 · score 0.674Claude Opus 5.5 (max) · New York Street · view 2 of 4 · score 0.674Claude Opus 5.5 (max) · New York Street · view 3 of 4 · score 0.674Claude Opus 5.5 (max) · New York Street · view 4 of 4 · score 0.674

Stylized Elven Valley

0.876Detailed 0.916 · Overview 0.825 · Physical 0.989$24.35All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Claude Opus 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.876Claude Opus 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.876Claude Opus 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.876Claude Opus 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.876

Urban Decay

0.770Detailed 0.876 · Overview 0.824 · Physical 0.500$36.43All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Claude Opus 5.5 (max) · Urban Decay · view 1 of 4 · score 0.770Claude Opus 5.5 (max) · Urban Decay · view 2 of 4 · score 0.770Claude Opus 5.5 (max) · Urban Decay · view 3 of 4 · score 0.770Claude Opus 5.5 (max) · Urban Decay · view 4 of 4 · score 0.770

Winter Town

0.859Detailed 0.739 · Overview 0.852 · Physical 0.997$39.36All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Claude Opus 5.5 (max) · Winter Town · view 1 of 4 · score 0.859Claude Opus 5.5 (max) · Winter Town · view 2 of 4 · score 0.859Claude Opus 5.5 (max) · Winter Town · view 3 of 4 · score 0.859Claude Opus 5.5 (max) · Winter Town · view 4 of 4 · score 0.859
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Claude Sonnet 5.5 (max)

Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank1 of 34
Score0.837
Detailed0.803
Overview0.812
Physical0.945
Median cost$26.93

Abandoned Psychiatric Hospital

0.869Detailed 0.828 · Overview 0.864 · Physical 0.924$21.28All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.869Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.869Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.869Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.869

Blue City

0.788Detailed 0.798 · Overview 0.729 · Physical 0.956$26.64All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Claude Sonnet 5.5 (max) · Blue City · view 1 of 4 · score 0.788Claude Sonnet 5.5 (max) · Blue City · view 2 of 4 · score 0.788Claude Sonnet 5.5 (max) · Blue City · view 3 of 4 · score 0.788Claude Sonnet 5.5 (max) · Blue City · view 4 of 4 · score 0.788

Castle River

0.897Detailed 0.795 · Overview 0.897 · Physical 1.000$30.36All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Claude Sonnet 5.5 (max) · Castle River · view 1 of 4 · score 0.897Claude Sonnet 5.5 (max) · Castle River · view 2 of 4 · score 0.897Claude Sonnet 5.5 (max) · Castle River · view 3 of 4 · score 0.897Claude Sonnet 5.5 (max) · Castle River · view 4 of 4 · score 0.897

Cyberpunk

0.846Detailed 0.813 · Overview 0.805 · Physical 0.998$23.06All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Claude Sonnet 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.846Claude Sonnet 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.846Claude Sonnet 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.846Claude Sonnet 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.846

Egyptian Temple

0.779Detailed 0.839 · Overview 0.784 · Physical 0.705$18.01All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Claude Sonnet 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.779Claude Sonnet 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.779Claude Sonnet 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.779Claude Sonnet 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.779

European Street

0.741Detailed 0.754 · Overview 0.692 · Physical 0.875$20.70All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Claude Sonnet 5.5 (max) · European Street · view 1 of 4 · score 0.741Claude Sonnet 5.5 (max) · European Street · view 2 of 4 · score 0.741Claude Sonnet 5.5 (max) · European Street · view 3 of 4 · score 0.741Claude Sonnet 5.5 (max) · European Street · view 4 of 4 · score 0.741

Factory Environment

0.905Detailed 0.851 · Overview 0.891 · Physical 1.000$33.00All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Claude Sonnet 5.5 (max) · Factory Environment · view 1 of 4 · score 0.905Claude Sonnet 5.5 (max) · Factory Environment · view 2 of 4 · score 0.905Claude Sonnet 5.5 (max) · Factory Environment · view 3 of 4 · score 0.905Claude Sonnet 5.5 (max) · Factory Environment · view 4 of 4 · score 0.905

Hong Kong

0.912Detailed 0.853 · Overview 0.918 · Physical 0.955$31.73All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Claude Sonnet 5.5 (max) · Hong Kong · view 1 of 4 · score 0.912Claude Sonnet 5.5 (max) · Hong Kong · view 2 of 4 · score 0.912Claude Sonnet 5.5 (max) · Hong Kong · view 3 of 4 · score 0.912Claude Sonnet 5.5 (max) · Hong Kong · view 4 of 4 · score 0.912

House of Baeryeom

0.811Detailed 0.755 · Overview 0.863 · Physical 0.712$16.34All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Claude Sonnet 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.811Claude Sonnet 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.811Claude Sonnet 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.811Claude Sonnet 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.811

Medieval Big Farm Town

0.842Detailed 0.747 · Overview 0.822 · Physical 1.000$39.46All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.842Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.842Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.842Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.842

Medieval Buildings

0.856Detailed 0.718 · Overview 0.855 · Physical 1.000$27.22All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Claude Sonnet 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.856Claude Sonnet 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.856Claude Sonnet 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.856Claude Sonnet 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.856

Nordic Harbour

0.870Detailed 0.677 · Overview 0.893 · Physical 0.994$31.99All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Claude Sonnet 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.870Claude Sonnet 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.870Claude Sonnet 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.870Claude Sonnet 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.870

Paris

0.842Detailed 0.784 · Overview 0.818 · Physical 0.973$46.56All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Claude Sonnet 5.5 (max) · Paris · view 1 of 4 · score 0.842Claude Sonnet 5.5 (max) · Paris · view 2 of 4 · score 0.842Claude Sonnet 5.5 (max) · Paris · view 3 of 4 · score 0.842Claude Sonnet 5.5 (max) · Paris · view 4 of 4 · score 0.842

Post-Apocalyptic Stylized Market

0.755Detailed 0.811 · Overview 0.658 · Physical 0.990$15.95All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.755Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.755Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.755Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.755

Ruins

0.870Detailed 0.852 · Overview 0.882 · Physical 0.850$30.89All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Claude Sonnet 5.5 (max) · Ruins · view 1 of 4 · score 0.870Claude Sonnet 5.5 (max) · Ruins · view 2 of 4 · score 0.870Claude Sonnet 5.5 (max) · Ruins · view 3 of 4 · score 0.870Claude Sonnet 5.5 (max) · Ruins · view 4 of 4 · score 0.870

Sci-Fi Environment Offworld

0.883Detailed 0.783 · Overview 0.878 · Physical 1.000$25.54All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.883Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.883Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.883Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.883

New York Street

0.633Detailed 0.766 · Overview 0.471 · Physical 0.986$25.76All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Claude Sonnet 5.5 (max) · New York Street · view 1 of 4 · score 0.633Claude Sonnet 5.5 (max) · New York Street · view 2 of 4 · score 0.633Claude Sonnet 5.5 (max) · New York Street · view 3 of 4 · score 0.633Claude Sonnet 5.5 (max) · New York Street · view 4 of 4 · score 0.633

Stylized Elven Valley

0.942Detailed 0.952 · Overview 0.920 · Physical 1.000$31.96All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.942Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.942Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.942Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.942

Urban Decay

0.822Detailed 0.906 · Overview 0.735 · Physical 0.998$20.47All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Claude Sonnet 5.5 (max) · Urban Decay · view 1 of 4 · score 0.822Claude Sonnet 5.5 (max) · Urban Decay · view 2 of 4 · score 0.822Claude Sonnet 5.5 (max) · Urban Decay · view 3 of 4 · score 0.822Claude Sonnet 5.5 (max) · Urban Decay · view 4 of 4 · score 0.822

Winter Town

0.875Detailed 0.770 · Overview 0.871 · Physical 0.994$43.26All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Claude Sonnet 5.5 (max) · Winter Town · view 1 of 4 · score 0.875Claude Sonnet 5.5 (max) · Winter Town · view 2 of 4 · score 0.875Claude Sonnet 5.5 (max) · Winter Town · view 3 of 4 · score 0.875Claude Sonnet 5.5 (max) · Winter Town · view 4 of 4 · score 0.875
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Claude Sonnet 5.5 (max)

Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank1 of 35
Score0.837
Detailed0.803
Overview0.812
Physical0.945
Median cost$26.93

Abandoned Psychiatric Hospital

0.869Detailed 0.828 · Overview 0.864 · Physical 0.924$21.28All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.869Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.869Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.869Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.869

Blue City

0.788Detailed 0.798 · Overview 0.729 · Physical 0.956$26.64All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Claude Sonnet 5.5 (max) · Blue City · view 1 of 4 · score 0.788Claude Sonnet 5.5 (max) · Blue City · view 2 of 4 · score 0.788Claude Sonnet 5.5 (max) · Blue City · view 3 of 4 · score 0.788Claude Sonnet 5.5 (max) · Blue City · view 4 of 4 · score 0.788

Castle River

0.897Detailed 0.795 · Overview 0.897 · Physical 1.000$30.36All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Claude Sonnet 5.5 (max) · Castle River · view 1 of 4 · score 0.897Claude Sonnet 5.5 (max) · Castle River · view 2 of 4 · score 0.897Claude Sonnet 5.5 (max) · Castle River · view 3 of 4 · score 0.897Claude Sonnet 5.5 (max) · Castle River · view 4 of 4 · score 0.897

Cyberpunk

0.846Detailed 0.813 · Overview 0.805 · Physical 0.998$23.06All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Claude Sonnet 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.846Claude Sonnet 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.846Claude Sonnet 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.846Claude Sonnet 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.846

Egyptian Temple

0.779Detailed 0.839 · Overview 0.784 · Physical 0.705$18.01All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Claude Sonnet 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.779Claude Sonnet 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.779Claude Sonnet 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.779Claude Sonnet 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.779

European Street

0.741Detailed 0.754 · Overview 0.692 · Physical 0.875$20.70All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Claude Sonnet 5.5 (max) · European Street · view 1 of 4 · score 0.741Claude Sonnet 5.5 (max) · European Street · view 2 of 4 · score 0.741Claude Sonnet 5.5 (max) · European Street · view 3 of 4 · score 0.741Claude Sonnet 5.5 (max) · European Street · view 4 of 4 · score 0.741

Factory Environment

0.905Detailed 0.851 · Overview 0.891 · Physical 1.000$33.00All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Claude Sonnet 5.5 (max) · Factory Environment · view 1 of 4 · score 0.905Claude Sonnet 5.5 (max) · Factory Environment · view 2 of 4 · score 0.905Claude Sonnet 5.5 (max) · Factory Environment · view 3 of 4 · score 0.905Claude Sonnet 5.5 (max) · Factory Environment · view 4 of 4 · score 0.905

Hong Kong

0.912Detailed 0.853 · Overview 0.918 · Physical 0.955$31.73All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Claude Sonnet 5.5 (max) · Hong Kong · view 1 of 4 · score 0.912Claude Sonnet 5.5 (max) · Hong Kong · view 2 of 4 · score 0.912Claude Sonnet 5.5 (max) · Hong Kong · view 3 of 4 · score 0.912Claude Sonnet 5.5 (max) · Hong Kong · view 4 of 4 · score 0.912

House of Baeryeom

0.811Detailed 0.755 · Overview 0.863 · Physical 0.712$16.34All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Claude Sonnet 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.811Claude Sonnet 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.811Claude Sonnet 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.811Claude Sonnet 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.811

Medieval Big Farm Town

0.842Detailed 0.747 · Overview 0.822 · Physical 1.000$39.46All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.842Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.842Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.842Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.842

Medieval Buildings

0.856Detailed 0.718 · Overview 0.855 · Physical 1.000$27.22All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Claude Sonnet 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.856Claude Sonnet 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.856Claude Sonnet 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.856Claude Sonnet 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.856

Nordic Harbour

0.870Detailed 0.677 · Overview 0.893 · Physical 0.994$31.99All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Claude Sonnet 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.870Claude Sonnet 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.870Claude Sonnet 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.870Claude Sonnet 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.870

Paris

0.842Detailed 0.784 · Overview 0.818 · Physical 0.973$46.56All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Claude Sonnet 5.5 (max) · Paris · view 1 of 4 · score 0.842Claude Sonnet 5.5 (max) · Paris · view 2 of 4 · score 0.842Claude Sonnet 5.5 (max) · Paris · view 3 of 4 · score 0.842Claude Sonnet 5.5 (max) · Paris · view 4 of 4 · score 0.842

Post-Apocalyptic Stylized Market

0.755Detailed 0.811 · Overview 0.658 · Physical 0.990$15.95All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.755Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.755Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.755Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.755

Ruins

0.870Detailed 0.852 · Overview 0.882 · Physical 0.850$30.89All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Claude Sonnet 5.5 (max) · Ruins · view 1 of 4 · score 0.870Claude Sonnet 5.5 (max) · Ruins · view 2 of 4 · score 0.870Claude Sonnet 5.5 (max) · Ruins · view 3 of 4 · score 0.870Claude Sonnet 5.5 (max) · Ruins · view 4 of 4 · score 0.870

Sci-Fi Environment Offworld

0.883Detailed 0.783 · Overview 0.878 · Physical 1.000$25.54All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.883Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.883Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.883Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.883

New York Street

0.633Detailed 0.766 · Overview 0.471 · Physical 0.986$25.76All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Claude Sonnet 5.5 (max) · New York Street · view 1 of 4 · score 0.633Claude Sonnet 5.5 (max) · New York Street · view 2 of 4 · score 0.633Claude Sonnet 5.5 (max) · New York Street · view 3 of 4 · score 0.633Claude Sonnet 5.5 (max) · New York Street · view 4 of 4 · score 0.633

Stylized Elven Valley

0.942Detailed 0.952 · Overview 0.920 · Physical 1.000$31.96All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.942Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.942Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.942Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.942

Urban Decay

0.822Detailed 0.906 · Overview 0.735 · Physical 0.998$20.47All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Claude Sonnet 5.5 (max) · Urban Decay · view 1 of 4 · score 0.822Claude Sonnet 5.5 (max) · Urban Decay · view 2 of 4 · score 0.822Claude Sonnet 5.5 (max) · Urban Decay · view 3 of 4 · score 0.822Claude Sonnet 5.5 (max) · Urban Decay · view 4 of 4 · score 0.822

Winter Town

0.875Detailed 0.770 · Overview 0.871 · Physical 0.994$43.26All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Claude Sonnet 5.5 (max) · Winter Town · view 1 of 4 · score 0.875Claude Sonnet 5.5 (max) · Winter Town · view 2 of 4 · score 0.875Claude Sonnet 5.5 (max) · Winter Town · view 3 of 4 · score 0.875Claude Sonnet 5.5 (max) · Winter Town · view 4 of 4 · score 0.875
diff --git a/gallery/model/crouton-alpha-max.html b/gallery/model/crouton-alpha-max.html index d144d56f65a025429287eb7e012e7f446ab298f6..abc414ca38bd116f2949729c104cdcaf6e38e82e 100644 --- a/gallery/model/crouton-alpha-max.html +++ b/gallery/model/crouton-alpha-max.html @@ -10,7 +10,7 @@
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Crouton Alpha (max)

Stealth · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank26 of 34
Score0.617
Detailed0.526
Overview0.608
Physical0.736
Median cost–

No cost: its agent records no token usage.

Abandoned Psychiatric Hospital

0.441Detailed 0.365 · Overview 0.288 · Physical 0.977–All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Crouton Alpha (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.441Crouton Alpha (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.441Crouton Alpha (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.441Crouton Alpha (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.441

Blue City

0.707Detailed 0.479 · Overview 0.747 · Physical 0.815–All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Crouton Alpha (max) · Blue City · view 1 of 4 · score 0.707Crouton Alpha (max) · Blue City · view 2 of 4 · score 0.707Crouton Alpha (max) · Blue City · view 3 of 4 · score 0.707Crouton Alpha (max) · Blue City · view 4 of 4 · score 0.707

Castle River

0.216Detailed 0.244 · Overview 0.112 · Physical 0.500–All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Crouton Alpha (max) · Castle River · view 1 of 4 · score 0.216Crouton Alpha (max) · Castle River · view 2 of 4 · score 0.216Crouton Alpha (max) · Castle River · view 3 of 4 · score 0.216Crouton Alpha (max) · Castle River · view 4 of 4 · score 0.216

Cyberpunk

0.639Detailed 0.443 · Overview 0.597 · Physical 0.962–All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Crouton Alpha (max) · Cyberpunk · view 1 of 4 · score 0.639Crouton Alpha (max) · Cyberpunk · view 2 of 4 · score 0.639Crouton Alpha (max) · Cyberpunk · view 3 of 4 · score 0.639Crouton Alpha (max) · Cyberpunk · view 4 of 4 · score 0.639

Egyptian Temple

0.565Detailed 0.615 · Overview 0.550 · Physical 0.561–All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Crouton Alpha (max) · Egyptian Temple · view 1 of 4 · score 0.565Crouton Alpha (max) · Egyptian Temple · view 2 of 4 · score 0.565Crouton Alpha (max) · Egyptian Temple · view 3 of 4 · score 0.565Crouton Alpha (max) · Egyptian Temple · view 4 of 4 · score 0.565

European Street

0.773Detailed 0.659 · Overview 0.830 · Physical 0.716–All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Crouton Alpha (max) · European Street · view 1 of 4 · score 0.773Crouton Alpha (max) · European Street · view 2 of 4 · score 0.773Crouton Alpha (max) · European Street · view 3 of 4 · score 0.773Crouton Alpha (max) · European Street · view 4 of 4 · score 0.773

Factory Environment

0.420Detailed 0.598 · Overview 0.299 · Physical 0.604–All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Crouton Alpha (max) · Factory Environment · view 1 of 4 · score 0.420Crouton Alpha (max) · Factory Environment · view 2 of 4 · score 0.420Crouton Alpha (max) · Factory Environment · view 3 of 4 · score 0.420Crouton Alpha (max) · Factory Environment · view 4 of 4 · score 0.420

Hong Kong

0.722Detailed 0.753 · Overview 0.788 · Physical 0.492–All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Crouton Alpha (max) · Hong Kong · view 1 of 4 · score 0.722Crouton Alpha (max) · Hong Kong · view 2 of 4 · score 0.722Crouton Alpha (max) · Hong Kong · view 3 of 4 · score 0.722Crouton Alpha (max) · Hong Kong · view 4 of 4 · score 0.722

House of Baeryeom

0.657Detailed 0.682 · Overview 0.676 · Physical 0.572–All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Crouton Alpha (max) · House of Baeryeom · view 1 of 4 · score 0.657Crouton Alpha (max) · House of Baeryeom · view 2 of 4 · score 0.657Crouton Alpha (max) · House of Baeryeom · view 3 of 4 · score 0.657Crouton Alpha (max) · House of Baeryeom · view 4 of 4 · score 0.657

Medieval Big Farm Town

0.676Detailed 0.632 · Overview 0.608 · Physical 0.923–All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Crouton Alpha (max) · Medieval Big Farm Town · view 1 of 4 · score 0.676Crouton Alpha (max) · Medieval Big Farm Town · view 2 of 4 · score 0.676Crouton Alpha (max) · Medieval Big Farm Town · view 3 of 4 · score 0.676Crouton Alpha (max) · Medieval Big Farm Town · view 4 of 4 · score 0.676

Medieval Buildings

0.609Detailed 0.606 · Overview 0.614 · Physical 0.597–All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Crouton Alpha (max) · Medieval Buildings · view 1 of 4 · score 0.609Crouton Alpha (max) · Medieval Buildings · view 2 of 4 · score 0.609Crouton Alpha (max) · Medieval Buildings · view 3 of 4 · score 0.609Crouton Alpha (max) · Medieval Buildings · view 4 of 4 · score 0.609

Nordic Harbour

0.606Detailed 0.416 · Overview 0.610 · Physical 0.787–All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Crouton Alpha (max) · Nordic Harbour · view 1 of 4 · score 0.606Crouton Alpha (max) · Nordic Harbour · view 2 of 4 · score 0.606Crouton Alpha (max) · Nordic Harbour · view 3 of 4 · score 0.606Crouton Alpha (max) · Nordic Harbour · view 4 of 4 · score 0.606

Paris

0.737Detailed 0.406 · Overview 0.887 · Physical 0.619–All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Crouton Alpha (max) · Paris · view 1 of 4 · score 0.737Crouton Alpha (max) · Paris · view 2 of 4 · score 0.737Crouton Alpha (max) · Paris · view 3 of 4 · score 0.737Crouton Alpha (max) · Paris · view 4 of 4 · score 0.737

Post-Apocalyptic Stylized Market

0.738Detailed 0.479 · Overview 0.739 · Physical 0.995–All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Crouton Alpha (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.738Crouton Alpha (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.738Crouton Alpha (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.738Crouton Alpha (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.738

Ruins

0.678Detailed 0.655 · Overview 0.666 · Physical 0.738–All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Crouton Alpha (max) · Ruins · view 1 of 4 · score 0.678Crouton Alpha (max) · Ruins · view 2 of 4 · score 0.678Crouton Alpha (max) · Ruins · view 3 of 4 · score 0.678Crouton Alpha (max) · Ruins · view 4 of 4 · score 0.678

Sci-Fi Environment Offworld

0.751Detailed 0.575 · Overview 0.747 · Physical 0.937–All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Crouton Alpha (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.751Crouton Alpha (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.751Crouton Alpha (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.751Crouton Alpha (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.751

New York Street

0.739Detailed 0.562 · Overview 0.806 · Physical 0.717–All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Crouton Alpha (max) · New York Street · view 1 of 4 · score 0.739Crouton Alpha (max) · New York Street · view 2 of 4 · score 0.739Crouton Alpha (max) · New York Street · view 3 of 4 · score 0.739Crouton Alpha (max) · New York Street · view 4 of 4 · score 0.739

Stylized Elven Valley

0.560Detailed 0.434 · Overview 0.555 · Physical 0.698–All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Crouton Alpha (max) · Stylized Elven Valley · view 1 of 4 · score 0.560Crouton Alpha (max) · Stylized Elven Valley · view 2 of 4 · score 0.560Crouton Alpha (max) · Stylized Elven Valley · view 3 of 4 · score 0.560Crouton Alpha (max) · Stylized Elven Valley · view 4 of 4 · score 0.560

Urban Decay

0.697Detailed 0.605 · Overview 0.715 · Physical 0.732–All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Crouton Alpha (max) · Urban Decay · view 1 of 4 · score 0.697Crouton Alpha (max) · Urban Decay · view 2 of 4 · score 0.697Crouton Alpha (max) · Urban Decay · view 3 of 4 · score 0.697Crouton Alpha (max) · Urban Decay · view 4 of 4 · score 0.697

Winter Town

0.414Detailed 0.304 · Overview 0.328 · Physical 0.785–All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Crouton Alpha (max) · Winter Town · view 1 of 4 · score 0.414Crouton Alpha (max) · Winter Town · view 2 of 4 · score 0.414Crouton Alpha (max) · Winter Town · view 3 of 4 · score 0.414Crouton Alpha (max) · Winter Town · view 4 of 4 · score 0.414
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Crouton Alpha (max)

Stealth · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank27 of 35
Score0.617
Detailed0.526
Overview0.608
Physical0.736
Median cost–

No cost: its agent records no token usage.

Abandoned Psychiatric Hospital

0.441Detailed 0.365 · Overview 0.288 · Physical 0.977–All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Crouton Alpha (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.441Crouton Alpha (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.441Crouton Alpha (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.441Crouton Alpha (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.441

Blue City

0.707Detailed 0.479 · Overview 0.747 · Physical 0.815–All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Crouton Alpha (max) · Blue City · view 1 of 4 · score 0.707Crouton Alpha (max) · Blue City · view 2 of 4 · score 0.707Crouton Alpha (max) · Blue City · view 3 of 4 · score 0.707Crouton Alpha (max) · Blue City · view 4 of 4 · score 0.707

Castle River

0.216Detailed 0.244 · Overview 0.112 · Physical 0.500–All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Crouton Alpha (max) · Castle River · view 1 of 4 · score 0.216Crouton Alpha (max) · Castle River · view 2 of 4 · score 0.216Crouton Alpha (max) · Castle River · view 3 of 4 · score 0.216Crouton Alpha (max) · Castle River · view 4 of 4 · score 0.216

Cyberpunk

0.639Detailed 0.443 · Overview 0.597 · Physical 0.962–All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Crouton Alpha (max) · Cyberpunk · view 1 of 4 · score 0.639Crouton Alpha (max) · Cyberpunk · view 2 of 4 · score 0.639Crouton Alpha (max) · Cyberpunk · view 3 of 4 · score 0.639Crouton Alpha (max) · Cyberpunk · view 4 of 4 · score 0.639

Egyptian Temple

0.565Detailed 0.615 · Overview 0.550 · Physical 0.561–All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Crouton Alpha (max) · Egyptian Temple · view 1 of 4 · score 0.565Crouton Alpha (max) · Egyptian Temple · view 2 of 4 · score 0.565Crouton Alpha (max) · Egyptian Temple · view 3 of 4 · score 0.565Crouton Alpha (max) · Egyptian Temple · view 4 of 4 · score 0.565

European Street

0.773Detailed 0.659 · Overview 0.830 · Physical 0.716–All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Crouton Alpha (max) · European Street · view 1 of 4 · score 0.773Crouton Alpha (max) · European Street · view 2 of 4 · score 0.773Crouton Alpha (max) · European Street · view 3 of 4 · score 0.773Crouton Alpha (max) · European Street · view 4 of 4 · score 0.773

Factory Environment

0.420Detailed 0.598 · Overview 0.299 · Physical 0.604–All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Crouton Alpha (max) · Factory Environment · view 1 of 4 · score 0.420Crouton Alpha (max) · Factory Environment · view 2 of 4 · score 0.420Crouton Alpha (max) · Factory Environment · view 3 of 4 · score 0.420Crouton Alpha (max) · Factory Environment · view 4 of 4 · score 0.420

Hong Kong

0.722Detailed 0.753 · Overview 0.788 · Physical 0.492–All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Crouton Alpha (max) · Hong Kong · view 1 of 4 · score 0.722Crouton Alpha (max) · Hong Kong · view 2 of 4 · score 0.722Crouton Alpha (max) · Hong Kong · view 3 of 4 · score 0.722Crouton Alpha (max) · Hong Kong · view 4 of 4 · score 0.722

House of Baeryeom

0.657Detailed 0.682 · Overview 0.676 · Physical 0.572–All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Crouton Alpha (max) · House of Baeryeom · view 1 of 4 · score 0.657Crouton Alpha (max) · House of Baeryeom · view 2 of 4 · score 0.657Crouton Alpha (max) · House of Baeryeom · view 3 of 4 · score 0.657Crouton Alpha (max) · House of Baeryeom · view 4 of 4 · score 0.657

Medieval Big Farm Town

0.676Detailed 0.632 · Overview 0.608 · Physical 0.923–All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Crouton Alpha (max) · Medieval Big Farm Town · view 1 of 4 · score 0.676Crouton Alpha (max) · Medieval Big Farm Town · view 2 of 4 · score 0.676Crouton Alpha (max) · Medieval Big Farm Town · view 3 of 4 · score 0.676Crouton Alpha (max) · Medieval Big Farm Town · view 4 of 4 · score 0.676

Medieval Buildings

0.609Detailed 0.606 · Overview 0.614 · Physical 0.597–All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Crouton Alpha (max) · Medieval Buildings · view 1 of 4 · score 0.609Crouton Alpha (max) · Medieval Buildings · view 2 of 4 · score 0.609Crouton Alpha (max) · Medieval Buildings · view 3 of 4 · score 0.609Crouton Alpha (max) · Medieval Buildings · view 4 of 4 · score 0.609

Nordic Harbour

0.606Detailed 0.416 · Overview 0.610 · Physical 0.787–All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Crouton Alpha (max) · Nordic Harbour · view 1 of 4 · score 0.606Crouton Alpha (max) · Nordic Harbour · view 2 of 4 · score 0.606Crouton Alpha (max) · Nordic Harbour · view 3 of 4 · score 0.606Crouton Alpha (max) · Nordic Harbour · view 4 of 4 · score 0.606

Paris

0.737Detailed 0.406 · Overview 0.887 · Physical 0.619–All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Crouton Alpha (max) · Paris · view 1 of 4 · score 0.737Crouton Alpha (max) · Paris · view 2 of 4 · score 0.737Crouton Alpha (max) · Paris · view 3 of 4 · score 0.737Crouton Alpha (max) · Paris · view 4 of 4 · score 0.737

Post-Apocalyptic Stylized Market

0.738Detailed 0.479 · Overview 0.739 · Physical 0.995–All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Crouton Alpha (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.738Crouton Alpha (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.738Crouton Alpha (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.738Crouton Alpha (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.738

Ruins

0.678Detailed 0.655 · Overview 0.666 · Physical 0.738–All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Crouton Alpha (max) · Ruins · view 1 of 4 · score 0.678Crouton Alpha (max) · Ruins · view 2 of 4 · score 0.678Crouton Alpha (max) · Ruins · view 3 of 4 · score 0.678Crouton Alpha (max) · Ruins · view 4 of 4 · score 0.678

Sci-Fi Environment Offworld

0.751Detailed 0.575 · Overview 0.747 · Physical 0.937–All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Crouton Alpha (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.751Crouton Alpha (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.751Crouton Alpha (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.751Crouton Alpha (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.751

New York Street

0.739Detailed 0.562 · Overview 0.806 · Physical 0.717–All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Crouton Alpha (max) · New York Street · view 1 of 4 · score 0.739Crouton Alpha (max) · New York Street · view 2 of 4 · score 0.739Crouton Alpha (max) · New York Street · view 3 of 4 · score 0.739Crouton Alpha (max) · New York Street · view 4 of 4 · score 0.739

Stylized Elven Valley

0.560Detailed 0.434 · Overview 0.555 · Physical 0.698–All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Crouton Alpha (max) · Stylized Elven Valley · view 1 of 4 · score 0.560Crouton Alpha (max) · Stylized Elven Valley · view 2 of 4 · score 0.560Crouton Alpha (max) · Stylized Elven Valley · view 3 of 4 · score 0.560Crouton Alpha (max) · Stylized Elven Valley · view 4 of 4 · score 0.560

Urban Decay

0.697Detailed 0.605 · Overview 0.715 · Physical 0.732–All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Crouton Alpha (max) · Urban Decay · view 1 of 4 · score 0.697Crouton Alpha (max) · Urban Decay · view 2 of 4 · score 0.697Crouton Alpha (max) · Urban Decay · view 3 of 4 · score 0.697Crouton Alpha (max) · Urban Decay · view 4 of 4 · score 0.697

Winter Town

0.414Detailed 0.304 · Overview 0.328 · Physical 0.785–All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Crouton Alpha (max) · Winter Town · view 1 of 4 · score 0.414Crouton Alpha (max) · Winter Town · view 2 of 4 · score 0.414Crouton Alpha (max) · Winter Town · view 3 of 4 · score 0.414Crouton Alpha (max) · Winter Town · view 4 of 4 · score 0.414
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DeepSeek V4.1 Flash 1017 (max)

DeepSeek · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank8 of 34
Score0.750
Detailed0.638
Overview0.763
Physical0.824
Median cost$0.96

Abandoned Psychiatric Hospital

0.696Detailed 0.468 · Overview 0.671 · Physical 1.000$1.02All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

DeepSeek V4.1 Flash 1017 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.696DeepSeek V4.1 Flash 1017 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.696DeepSeek V4.1 Flash 1017 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.696DeepSeek V4.1 Flash 1017 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.696

Blue City

0.769Detailed 0.495 · Overview 0.784 · Physical 1.000$0.68All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

DeepSeek V4.1 Flash 1017 (max) · Blue City · view 1 of 4 · score 0.769DeepSeek V4.1 Flash 1017 (max) · Blue City · view 2 of 4 · score 0.769DeepSeek V4.1 Flash 1017 (max) · Blue City · view 3 of 4 · score 0.769DeepSeek V4.1 Flash 1017 (max) · Blue City · view 4 of 4 · score 0.769

Castle River

0.732Detailed 0.537 · Overview 0.889 · Physical 0.454$0.92All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

DeepSeek V4.1 Flash 1017 (max) · Castle River · view 1 of 4 · score 0.732DeepSeek V4.1 Flash 1017 (max) · Castle River · view 2 of 4 · score 0.732DeepSeek V4.1 Flash 1017 (max) · Castle River · view 3 of 4 · score 0.732DeepSeek V4.1 Flash 1017 (max) · Castle River · view 4 of 4 · score 0.732

Cyberpunk

0.831Detailed 0.654 · Overview 0.836 · Physical 0.993$0.96All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

DeepSeek V4.1 Flash 1017 (max) · Cyberpunk · view 1 of 4 · score 0.831DeepSeek V4.1 Flash 1017 (max) · Cyberpunk · view 2 of 4 · score 0.831DeepSeek V4.1 Flash 1017 (max) · Cyberpunk · view 3 of 4 · score 0.831DeepSeek V4.1 Flash 1017 (max) · Cyberpunk · view 4 of 4 · score 0.831

Egyptian Temple

0.539Detailed 0.630 · Overview 0.450 · Physical 0.715$0.90All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

DeepSeek V4.1 Flash 1017 (max) · Egyptian Temple · view 1 of 4 · score 0.539DeepSeek V4.1 Flash 1017 (max) · Egyptian Temple · view 2 of 4 · score 0.539DeepSeek V4.1 Flash 1017 (max) · Egyptian Temple · view 3 of 4 · score 0.539DeepSeek V4.1 Flash 1017 (max) · Egyptian Temple · view 4 of 4 · score 0.539

European Street

0.676Detailed 0.530 · Overview 0.700 · Physical 0.749$1.07All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

DeepSeek V4.1 Flash 1017 (max) · European Street · view 1 of 4 · score 0.676DeepSeek V4.1 Flash 1017 (max) · European Street · view 2 of 4 · score 0.676DeepSeek V4.1 Flash 1017 (max) · European Street · view 3 of 4 · score 0.676DeepSeek V4.1 Flash 1017 (max) · European Street · view 4 of 4 · score 0.676

Factory Environment

0.843Detailed 0.739 · Overview 0.837 · Physical 0.967$0.78All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

DeepSeek V4.1 Flash 1017 (max) · Factory Environment · view 1 of 4 · score 0.843DeepSeek V4.1 Flash 1017 (max) · Factory Environment · view 2 of 4 · score 0.843DeepSeek V4.1 Flash 1017 (max) · Factory Environment · view 3 of 4 · score 0.843DeepSeek V4.1 Flash 1017 (max) · Factory Environment · view 4 of 4 · score 0.843

Hong Kong

0.690Detailed 0.738 · Overview 0.742 · Physical 0.488$0.80All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

DeepSeek V4.1 Flash 1017 (max) · Hong Kong · view 1 of 4 · score 0.690DeepSeek V4.1 Flash 1017 (max) · Hong Kong · view 2 of 4 · score 0.690DeepSeek V4.1 Flash 1017 (max) · Hong Kong · view 3 of 4 · score 0.690DeepSeek V4.1 Flash 1017 (max) · Hong Kong · view 4 of 4 · score 0.690

House of Baeryeom

0.746Detailed 0.655 · Overview 0.733 · Physical 0.876$1.03All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

DeepSeek V4.1 Flash 1017 (max) · House of Baeryeom · view 1 of 4 · score 0.746DeepSeek V4.1 Flash 1017 (max) · House of Baeryeom · view 2 of 4 · score 0.746DeepSeek V4.1 Flash 1017 (max) · House of Baeryeom · view 3 of 4 · score 0.746DeepSeek V4.1 Flash 1017 (max) · House of Baeryeom · view 4 of 4 · score 0.746

Medieval Big Farm Town

0.758Detailed 0.718 · Overview 0.725 · Physical 0.894$1.11All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

DeepSeek V4.1 Flash 1017 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.758DeepSeek V4.1 Flash 1017 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.758DeepSeek V4.1 Flash 1017 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.758DeepSeek V4.1 Flash 1017 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.758

Medieval Buildings

0.729Detailed 0.731 · Overview 0.750 · Physical 0.661$0.87All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

DeepSeek V4.1 Flash 1017 (max) · Medieval Buildings · view 1 of 4 · score 0.729DeepSeek V4.1 Flash 1017 (max) · Medieval Buildings · view 2 of 4 · score 0.729DeepSeek V4.1 Flash 1017 (max) · Medieval Buildings · view 3 of 4 · score 0.729DeepSeek V4.1 Flash 1017 (max) · Medieval Buildings · view 4 of 4 · score 0.729

Nordic Harbour

0.872Detailed 0.698 · Overview 0.889 · Physical 0.998$0.82All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

DeepSeek V4.1 Flash 1017 (max) · Nordic Harbour · view 1 of 4 · score 0.872DeepSeek V4.1 Flash 1017 (max) · Nordic Harbour · view 2 of 4 · score 0.872DeepSeek V4.1 Flash 1017 (max) · Nordic Harbour · view 3 of 4 · score 0.872DeepSeek V4.1 Flash 1017 (max) · Nordic Harbour · view 4 of 4 · score 0.872

Paris

0.714Detailed 0.603 · Overview 0.726 · Physical 0.786$1.01All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

DeepSeek V4.1 Flash 1017 (max) · Paris · view 1 of 4 · score 0.714DeepSeek V4.1 Flash 1017 (max) · Paris · view 2 of 4 · score 0.714DeepSeek V4.1 Flash 1017 (max) · Paris · view 3 of 4 · score 0.714DeepSeek V4.1 Flash 1017 (max) · Paris · view 4 of 4 · score 0.714

Post-Apocalyptic Stylized Market

0.798Detailed 0.626 · Overview 0.790 · Physical 0.997$0.98All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

DeepSeek V4.1 Flash 1017 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.798DeepSeek V4.1 Flash 1017 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.798DeepSeek V4.1 Flash 1017 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.798DeepSeek V4.1 Flash 1017 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.798

Ruins

0.794Detailed 0.800 · Overview 0.830 · Physical 0.679$0.79All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

DeepSeek V4.1 Flash 1017 (max) · Ruins · view 1 of 4 · score 0.794DeepSeek V4.1 Flash 1017 (max) · Ruins · view 2 of 4 · score 0.794DeepSeek V4.1 Flash 1017 (max) · Ruins · view 3 of 4 · score 0.794DeepSeek V4.1 Flash 1017 (max) · Ruins · view 4 of 4 · score 0.794

Sci-Fi Environment Offworld

0.799Detailed 0.650 · Overview 0.804 · Physical 0.931$0.77All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

DeepSeek V4.1 Flash 1017 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.799DeepSeek V4.1 Flash 1017 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.799DeepSeek V4.1 Flash 1017 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.799DeepSeek V4.1 Flash 1017 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.799

New York Street

0.789Detailed 0.580 · Overview 0.802 · Physical 0.958$1.01All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

DeepSeek V4.1 Flash 1017 (max) · New York Street · view 1 of 4 · score 0.789DeepSeek V4.1 Flash 1017 (max) · New York Street · view 2 of 4 · score 0.789DeepSeek V4.1 Flash 1017 (max) · New York Street · view 3 of 4 · score 0.789DeepSeek V4.1 Flash 1017 (max) · New York Street · view 4 of 4 · score 0.789

Stylized Elven Valley

0.811Detailed 0.738 · Overview 0.777 · Physical 0.983$0.98All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

DeepSeek V4.1 Flash 1017 (max) · Stylized Elven Valley · view 1 of 4 · score 0.811DeepSeek V4.1 Flash 1017 (max) · Stylized Elven Valley · view 2 of 4 · score 0.811DeepSeek V4.1 Flash 1017 (max) · Stylized Elven Valley · view 3 of 4 · score 0.811DeepSeek V4.1 Flash 1017 (max) · Stylized Elven Valley · view 4 of 4 · score 0.811

Urban Decay

0.740Detailed 0.727 · Overview 0.860 · Physical 0.394$0.96All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

DeepSeek V4.1 Flash 1017 (max) · Urban Decay · view 1 of 4 · score 0.740DeepSeek V4.1 Flash 1017 (max) · Urban Decay · view 2 of 4 · score 0.740DeepSeek V4.1 Flash 1017 (max) · Urban Decay · view 3 of 4 · score 0.740DeepSeek V4.1 Flash 1017 (max) · Urban Decay · view 4 of 4 · score 0.740

Winter Town

0.677Detailed 0.449 · Overview 0.658 · Physical 0.962$0.96All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

DeepSeek V4.1 Flash 1017 (max) · Winter Town · view 1 of 4 · score 0.677DeepSeek V4.1 Flash 1017 (max) · Winter Town · view 2 of 4 · score 0.677DeepSeek V4.1 Flash 1017 (max) · Winter Town · view 3 of 4 · score 0.677DeepSeek V4.1 Flash 1017 (max) · Winter Town · view 4 of 4 · score 0.677
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DeepSeek V4.1 Flash 1017 (max)

DeepSeek · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank9 of 35
Score0.750
Detailed0.638
Overview0.763
Physical0.824
Median cost$0.96

Abandoned Psychiatric Hospital

0.696Detailed 0.468 · Overview 0.671 · Physical 1.000$1.02All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

DeepSeek V4.1 Flash 1017 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.696DeepSeek V4.1 Flash 1017 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.696DeepSeek V4.1 Flash 1017 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.696DeepSeek V4.1 Flash 1017 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.696

Blue City

0.769Detailed 0.495 · Overview 0.784 · Physical 1.000$0.68All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

DeepSeek V4.1 Flash 1017 (max) · Blue City · view 1 of 4 · score 0.769DeepSeek V4.1 Flash 1017 (max) · Blue City · view 2 of 4 · score 0.769DeepSeek V4.1 Flash 1017 (max) · Blue City · view 3 of 4 · score 0.769DeepSeek V4.1 Flash 1017 (max) · Blue City · view 4 of 4 · score 0.769

Castle River

0.732Detailed 0.537 · Overview 0.889 · Physical 0.454$0.92All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

DeepSeek V4.1 Flash 1017 (max) · Castle River · view 1 of 4 · score 0.732DeepSeek V4.1 Flash 1017 (max) · Castle River · view 2 of 4 · score 0.732DeepSeek V4.1 Flash 1017 (max) · Castle River · view 3 of 4 · score 0.732DeepSeek V4.1 Flash 1017 (max) · Castle River · view 4 of 4 · score 0.732

Cyberpunk

0.831Detailed 0.654 · Overview 0.836 · Physical 0.993$0.96All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

DeepSeek V4.1 Flash 1017 (max) · Cyberpunk · view 1 of 4 · score 0.831DeepSeek V4.1 Flash 1017 (max) · Cyberpunk · view 2 of 4 · score 0.831DeepSeek V4.1 Flash 1017 (max) · Cyberpunk · view 3 of 4 · score 0.831DeepSeek V4.1 Flash 1017 (max) · Cyberpunk · view 4 of 4 · score 0.831

Egyptian Temple

0.539Detailed 0.630 · Overview 0.450 · Physical 0.715$0.90All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

DeepSeek V4.1 Flash 1017 (max) · Egyptian Temple · view 1 of 4 · score 0.539DeepSeek V4.1 Flash 1017 (max) · Egyptian Temple · view 2 of 4 · score 0.539DeepSeek V4.1 Flash 1017 (max) · Egyptian Temple · view 3 of 4 · score 0.539DeepSeek V4.1 Flash 1017 (max) · Egyptian Temple · view 4 of 4 · score 0.539

European Street

0.676Detailed 0.530 · Overview 0.700 · Physical 0.749$1.07All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

DeepSeek V4.1 Flash 1017 (max) · European Street · view 1 of 4 · score 0.676DeepSeek V4.1 Flash 1017 (max) · European Street · view 2 of 4 · score 0.676DeepSeek V4.1 Flash 1017 (max) · European Street · view 3 of 4 · score 0.676DeepSeek V4.1 Flash 1017 (max) · European Street · view 4 of 4 · score 0.676

Factory Environment

0.843Detailed 0.739 · Overview 0.837 · Physical 0.967$0.78All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

DeepSeek V4.1 Flash 1017 (max) · Factory Environment · view 1 of 4 · score 0.843DeepSeek V4.1 Flash 1017 (max) · Factory Environment · view 2 of 4 · score 0.843DeepSeek V4.1 Flash 1017 (max) · Factory Environment · view 3 of 4 · score 0.843DeepSeek V4.1 Flash 1017 (max) · Factory Environment · view 4 of 4 · score 0.843

Hong Kong

0.690Detailed 0.738 · Overview 0.742 · Physical 0.488$0.80All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

DeepSeek V4.1 Flash 1017 (max) · Hong Kong · view 1 of 4 · score 0.690DeepSeek V4.1 Flash 1017 (max) · Hong Kong · view 2 of 4 · score 0.690DeepSeek V4.1 Flash 1017 (max) · Hong Kong · view 3 of 4 · score 0.690DeepSeek V4.1 Flash 1017 (max) · Hong Kong · view 4 of 4 · score 0.690

House of Baeryeom

0.746Detailed 0.655 · Overview 0.733 · Physical 0.876$1.03All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

DeepSeek V4.1 Flash 1017 (max) · House of Baeryeom · view 1 of 4 · score 0.746DeepSeek V4.1 Flash 1017 (max) · House of Baeryeom · view 2 of 4 · score 0.746DeepSeek V4.1 Flash 1017 (max) · House of Baeryeom · view 3 of 4 · score 0.746DeepSeek V4.1 Flash 1017 (max) · House of Baeryeom · view 4 of 4 · score 0.746

Medieval Big Farm Town

0.758Detailed 0.718 · Overview 0.725 · Physical 0.894$1.11All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

DeepSeek V4.1 Flash 1017 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.758DeepSeek V4.1 Flash 1017 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.758DeepSeek V4.1 Flash 1017 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.758DeepSeek V4.1 Flash 1017 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.758

Medieval Buildings

0.729Detailed 0.731 · Overview 0.750 · Physical 0.661$0.87All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

DeepSeek V4.1 Flash 1017 (max) · Medieval Buildings · view 1 of 4 · score 0.729DeepSeek V4.1 Flash 1017 (max) · Medieval Buildings · view 2 of 4 · score 0.729DeepSeek V4.1 Flash 1017 (max) · Medieval Buildings · view 3 of 4 · score 0.729DeepSeek V4.1 Flash 1017 (max) · Medieval Buildings · view 4 of 4 · score 0.729

Nordic Harbour

0.872Detailed 0.698 · Overview 0.889 · Physical 0.998$0.82All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

DeepSeek V4.1 Flash 1017 (max) · Nordic Harbour · view 1 of 4 · score 0.872DeepSeek V4.1 Flash 1017 (max) · Nordic Harbour · view 2 of 4 · score 0.872DeepSeek V4.1 Flash 1017 (max) · Nordic Harbour · view 3 of 4 · score 0.872DeepSeek V4.1 Flash 1017 (max) · Nordic Harbour · view 4 of 4 · score 0.872

Paris

0.714Detailed 0.603 · Overview 0.726 · Physical 0.786$1.01All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

DeepSeek V4.1 Flash 1017 (max) · Paris · view 1 of 4 · score 0.714DeepSeek V4.1 Flash 1017 (max) · Paris · view 2 of 4 · score 0.714DeepSeek V4.1 Flash 1017 (max) · Paris · view 3 of 4 · score 0.714DeepSeek V4.1 Flash 1017 (max) · Paris · view 4 of 4 · score 0.714

Post-Apocalyptic Stylized Market

0.798Detailed 0.626 · Overview 0.790 · Physical 0.997$0.98All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

DeepSeek V4.1 Flash 1017 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.798DeepSeek V4.1 Flash 1017 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.798DeepSeek V4.1 Flash 1017 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.798DeepSeek V4.1 Flash 1017 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.798

Ruins

0.794Detailed 0.800 · Overview 0.830 · Physical 0.679$0.79All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

DeepSeek V4.1 Flash 1017 (max) · Ruins · view 1 of 4 · score 0.794DeepSeek V4.1 Flash 1017 (max) · Ruins · view 2 of 4 · score 0.794DeepSeek V4.1 Flash 1017 (max) · Ruins · view 3 of 4 · score 0.794DeepSeek V4.1 Flash 1017 (max) · Ruins · view 4 of 4 · score 0.794

Sci-Fi Environment Offworld

0.799Detailed 0.650 · Overview 0.804 · Physical 0.931$0.77All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

DeepSeek V4.1 Flash 1017 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.799DeepSeek V4.1 Flash 1017 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.799DeepSeek V4.1 Flash 1017 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.799DeepSeek V4.1 Flash 1017 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.799

New York Street

0.789Detailed 0.580 · Overview 0.802 · Physical 0.958$1.01All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

DeepSeek V4.1 Flash 1017 (max) · New York Street · view 1 of 4 · score 0.789DeepSeek V4.1 Flash 1017 (max) · New York Street · view 2 of 4 · score 0.789DeepSeek V4.1 Flash 1017 (max) · New York Street · view 3 of 4 · score 0.789DeepSeek V4.1 Flash 1017 (max) · New York Street · view 4 of 4 · score 0.789

Stylized Elven Valley

0.811Detailed 0.738 · Overview 0.777 · Physical 0.983$0.98All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

DeepSeek V4.1 Flash 1017 (max) · Stylized Elven Valley · view 1 of 4 · score 0.811DeepSeek V4.1 Flash 1017 (max) · Stylized Elven Valley · view 2 of 4 · score 0.811DeepSeek V4.1 Flash 1017 (max) · Stylized Elven Valley · view 3 of 4 · score 0.811DeepSeek V4.1 Flash 1017 (max) · Stylized Elven Valley · view 4 of 4 · score 0.811

Urban Decay

0.740Detailed 0.727 · Overview 0.860 · Physical 0.394$0.96All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

DeepSeek V4.1 Flash 1017 (max) · Urban Decay · view 1 of 4 · score 0.740DeepSeek V4.1 Flash 1017 (max) · Urban Decay · view 2 of 4 · score 0.740DeepSeek V4.1 Flash 1017 (max) · Urban Decay · view 3 of 4 · score 0.740DeepSeek V4.1 Flash 1017 (max) · Urban Decay · view 4 of 4 · score 0.740

Winter Town

0.677Detailed 0.449 · Overview 0.658 · Physical 0.962$0.96All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

DeepSeek V4.1 Flash 1017 (max) · Winter Town · view 1 of 4 · score 0.677DeepSeek V4.1 Flash 1017 (max) · Winter Town · view 2 of 4 · score 0.677DeepSeek V4.1 Flash 1017 (max) · Winter Town · view 3 of 4 · score 0.677DeepSeek V4.1 Flash 1017 (max) · Winter Town · view 4 of 4 · score 0.677
diff --git a/gallery/model/deepseek-v4.1-flash-max.html b/gallery/model/deepseek-v4.1-flash-max.html index 4cebe2082814be0c711f7eee3d6ea40ccee29a6a..12fd7fab518e77f99da02a84044efe520ff1fd3b 100644 --- a/gallery/model/deepseek-v4.1-flash-max.html +++ b/gallery/model/deepseek-v4.1-flash-max.html @@ -10,7 +10,7 @@
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DeepSeek V4.1 Flash (max)

DeepSeek · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank34 of 34
Score0.371
Detailed0.357
Overview0.324
Physical0.526
Median cost$0.35

Abandoned Psychiatric Hospital

0.093Detailed 0.288 · Overview 0.059 · Physical 0.000$0.49All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.093DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.093DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.093DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.093

Blue City

0.137Detailed 0.172 · Overview 0.060 · Physical 0.333$0.73All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

DeepSeek V4.1 Flash (max) · Blue City · view 1 of 4 · score 0.137DeepSeek V4.1 Flash (max) · Blue City · view 2 of 4 · score 0.137DeepSeek V4.1 Flash (max) · Blue City · view 3 of 4 · score 0.137DeepSeek V4.1 Flash (max) · Blue City · view 4 of 4 · score 0.137

Castle River

0.574Detailed 0.638 · Overview 0.658 · Physical 0.257$0.84All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

DeepSeek V4.1 Flash (max) · Castle River · view 1 of 4 · score 0.574DeepSeek V4.1 Flash (max) · Castle River · view 2 of 4 · score 0.574DeepSeek V4.1 Flash (max) · Castle River · view 3 of 4 · score 0.574DeepSeek V4.1 Flash (max) · Castle River · view 4 of 4 · score 0.574

Cyberpunk

0.086Detailed 0.250 · Overview 0.060 · Physical 0.000$0.84All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

DeepSeek V4.1 Flash (max) · Cyberpunk · view 1 of 4 · score 0.086DeepSeek V4.1 Flash (max) · Cyberpunk · view 2 of 4 · score 0.086DeepSeek V4.1 Flash (max) · Cyberpunk · view 3 of 4 · score 0.086DeepSeek V4.1 Flash (max) · Cyberpunk · view 4 of 4 · score 0.086

Egyptian Temple

0.051Detailed 0.078 · Overview 0.060 · Physical 0.000$0.35All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

DeepSeek V4.1 Flash (max) · Egyptian Temple · view 1 of 4 · score 0.051DeepSeek V4.1 Flash (max) · Egyptian Temple · view 2 of 4 · score 0.051DeepSeek V4.1 Flash (max) · Egyptian Temple · view 3 of 4 · score 0.051DeepSeek V4.1 Flash (max) · Egyptian Temple · view 4 of 4 · score 0.051

European Street

0.031Detailed 0.081 · Overview 0.026 · Physical 0.000$0.34All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

DeepSeek V4.1 Flash (max) · European Street · view 1 of 4 · score 0.031DeepSeek V4.1 Flash (max) · European Street · view 2 of 4 · score 0.031DeepSeek V4.1 Flash (max) · European Street · view 3 of 4 · score 0.031DeepSeek V4.1 Flash (max) · European Street · view 4 of 4 · score 0.031

Factory Environment

0.266Detailed 0.155 · Overview 0.132 · Physical 0.779$0.16All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

DeepSeek V4.1 Flash (max) · Factory Environment · view 1 of 4 · score 0.266DeepSeek V4.1 Flash (max) · Factory Environment · view 2 of 4 · score 0.266DeepSeek V4.1 Flash (max) · Factory Environment · view 3 of 4 · score 0.266DeepSeek V4.1 Flash (max) · Factory Environment · view 4 of 4 · score 0.266

Hong Kong

0.578Detailed 0.719 · Overview 0.599 · Physical 0.371$0.26All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

DeepSeek V4.1 Flash (max) · Hong Kong · view 1 of 4 · score 0.578DeepSeek V4.1 Flash (max) · Hong Kong · view 2 of 4 · score 0.578DeepSeek V4.1 Flash (max) · Hong Kong · view 3 of 4 · score 0.578DeepSeek V4.1 Flash (max) · Hong Kong · view 4 of 4 · score 0.578

House of Baeryeom

0.634Detailed 0.634 · Overview 0.732 · Physical 0.343$0.33All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

DeepSeek V4.1 Flash (max) · House of Baeryeom · view 1 of 4 · score 0.634DeepSeek V4.1 Flash (max) · House of Baeryeom · view 2 of 4 · score 0.634DeepSeek V4.1 Flash (max) · House of Baeryeom · view 3 of 4 · score 0.634DeepSeek V4.1 Flash (max) · House of Baeryeom · view 4 of 4 · score 0.634

Medieval Big Farm Town

0.682Detailed 0.513 · Overview 0.664 · Physical 0.902$0.69All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 1 of 4 · score 0.682DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 2 of 4 · score 0.682DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 3 of 4 · score 0.682DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 4 of 4 · score 0.682

Medieval Buildings

0.644Detailed 0.666 · Overview 0.671 · Physical 0.544$0.81All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

DeepSeek V4.1 Flash (max) · Medieval Buildings · view 1 of 4 · score 0.644DeepSeek V4.1 Flash (max) · Medieval Buildings · view 2 of 4 · score 0.644DeepSeek V4.1 Flash (max) · Medieval Buildings · view 3 of 4 · score 0.644DeepSeek V4.1 Flash (max) · Medieval Buildings · view 4 of 4 · score 0.644

Nordic Harbour

0.144Detailed 0.071 · Overview 0.050 · Physical 0.500$0.20All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

DeepSeek V4.1 Flash (max) · Nordic Harbour · view 1 of 4 · score 0.144DeepSeek V4.1 Flash (max) · Nordic Harbour · view 2 of 4 · score 0.144DeepSeek V4.1 Flash (max) · Nordic Harbour · view 3 of 4 · score 0.144DeepSeek V4.1 Flash (max) · Nordic Harbour · view 4 of 4 · score 0.144

Paris

0.350Detailed 0.225 · Overview 0.281 · Physical 0.684$0.31All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

DeepSeek V4.1 Flash (max) · Paris · view 1 of 4 · score 0.350DeepSeek V4.1 Flash (max) · Paris · view 2 of 4 · score 0.350DeepSeek V4.1 Flash (max) · Paris · view 3 of 4 · score 0.350DeepSeek V4.1 Flash (max) · Paris · view 4 of 4 · score 0.350

Post-Apocalyptic Stylized Market

0.431Detailed 0.237 · Overview 0.307 · Physical 1.000$0.43All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.431DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.431DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.431DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.431

Ruins

0.080Detailed 0.160 · Overview 0.080 · Physical 0.000$0.30All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

DeepSeek V4.1 Flash (max) · Ruins · view 1 of 4 · score 0.080DeepSeek V4.1 Flash (max) · Ruins · view 2 of 4 · score 0.080DeepSeek V4.1 Flash (max) · Ruins · view 3 of 4 · score 0.080DeepSeek V4.1 Flash (max) · Ruins · view 4 of 4 · score 0.080

Sci-Fi Environment Offworld

0.812Detailed 0.812 · Overview 0.749 · Physical 1.000$0.68All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.812DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.812DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.812DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.812

New York Street

0.524Detailed 0.444 · Overview 0.432 · Physical 0.881$0.17All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

DeepSeek V4.1 Flash (max) · New York Street · view 1 of 4 · score 0.524DeepSeek V4.1 Flash (max) · New York Street · view 2 of 4 · score 0.524DeepSeek V4.1 Flash (max) · New York Street · view 3 of 4 · score 0.524DeepSeek V4.1 Flash (max) · New York Street · view 4 of 4 · score 0.524

Stylized Elven Valley

0.290Detailed 0.273 · Overview 0.060 · Physical 1.000$0.34All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 1 of 4 · score 0.290DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 2 of 4 · score 0.290DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 3 of 4 · score 0.290DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 4 of 4 · score 0.290

Urban Decay

0.729Detailed 0.535 · Overview 0.706 · Physical 0.994$0.74All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

DeepSeek V4.1 Flash (max) · Urban Decay · view 1 of 4 · score 0.729DeepSeek V4.1 Flash (max) · Urban Decay · view 2 of 4 · score 0.729DeepSeek V4.1 Flash (max) · Urban Decay · view 3 of 4 · score 0.729DeepSeek V4.1 Flash (max) · Urban Decay · view 4 of 4 · score 0.729

Winter Town

0.281Detailed 0.193 · Overview 0.094 · Physical 0.928$0.32All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

DeepSeek V4.1 Flash (max) · Winter Town · view 1 of 4 · score 0.281DeepSeek V4.1 Flash (max) · Winter Town · view 2 of 4 · score 0.281DeepSeek V4.1 Flash (max) · Winter Town · view 3 of 4 · score 0.281DeepSeek V4.1 Flash (max) · Winter Town · view 4 of 4 · score 0.281
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DeepSeek V4.1 Flash (max)

DeepSeek · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank35 of 35
Score0.371
Detailed0.357
Overview0.324
Physical0.526
Median cost$0.35

Abandoned Psychiatric Hospital

0.093Detailed 0.288 · Overview 0.059 · Physical 0.000$0.49All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.093DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.093DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.093DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.093

Blue City

0.137Detailed 0.172 · Overview 0.060 · Physical 0.333$0.73All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

DeepSeek V4.1 Flash (max) · Blue City · view 1 of 4 · score 0.137DeepSeek V4.1 Flash (max) · Blue City · view 2 of 4 · score 0.137DeepSeek V4.1 Flash (max) · Blue City · view 3 of 4 · score 0.137DeepSeek V4.1 Flash (max) · Blue City · view 4 of 4 · score 0.137

Castle River

0.574Detailed 0.638 · Overview 0.658 · Physical 0.257$0.84All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

DeepSeek V4.1 Flash (max) · Castle River · view 1 of 4 · score 0.574DeepSeek V4.1 Flash (max) · Castle River · view 2 of 4 · score 0.574DeepSeek V4.1 Flash (max) · Castle River · view 3 of 4 · score 0.574DeepSeek V4.1 Flash (max) · Castle River · view 4 of 4 · score 0.574

Cyberpunk

0.086Detailed 0.250 · Overview 0.060 · Physical 0.000$0.84All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

DeepSeek V4.1 Flash (max) · Cyberpunk · view 1 of 4 · score 0.086DeepSeek V4.1 Flash (max) · Cyberpunk · view 2 of 4 · score 0.086DeepSeek V4.1 Flash (max) · Cyberpunk · view 3 of 4 · score 0.086DeepSeek V4.1 Flash (max) · Cyberpunk · view 4 of 4 · score 0.086

Egyptian Temple

0.051Detailed 0.078 · Overview 0.060 · Physical 0.000$0.35All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

DeepSeek V4.1 Flash (max) · Egyptian Temple · view 1 of 4 · score 0.051DeepSeek V4.1 Flash (max) · Egyptian Temple · view 2 of 4 · score 0.051DeepSeek V4.1 Flash (max) · Egyptian Temple · view 3 of 4 · score 0.051DeepSeek V4.1 Flash (max) · Egyptian Temple · view 4 of 4 · score 0.051

European Street

0.031Detailed 0.081 · Overview 0.026 · Physical 0.000$0.34All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

DeepSeek V4.1 Flash (max) · European Street · view 1 of 4 · score 0.031DeepSeek V4.1 Flash (max) · European Street · view 2 of 4 · score 0.031DeepSeek V4.1 Flash (max) · European Street · view 3 of 4 · score 0.031DeepSeek V4.1 Flash (max) · European Street · view 4 of 4 · score 0.031

Factory Environment

0.266Detailed 0.155 · Overview 0.132 · Physical 0.779$0.16All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

DeepSeek V4.1 Flash (max) · Factory Environment · view 1 of 4 · score 0.266DeepSeek V4.1 Flash (max) · Factory Environment · view 2 of 4 · score 0.266DeepSeek V4.1 Flash (max) · Factory Environment · view 3 of 4 · score 0.266DeepSeek V4.1 Flash (max) · Factory Environment · view 4 of 4 · score 0.266

Hong Kong

0.578Detailed 0.719 · Overview 0.599 · Physical 0.371$0.26All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

DeepSeek V4.1 Flash (max) · Hong Kong · view 1 of 4 · score 0.578DeepSeek V4.1 Flash (max) · Hong Kong · view 2 of 4 · score 0.578DeepSeek V4.1 Flash (max) · Hong Kong · view 3 of 4 · score 0.578DeepSeek V4.1 Flash (max) · Hong Kong · view 4 of 4 · score 0.578

House of Baeryeom

0.634Detailed 0.634 · Overview 0.732 · Physical 0.343$0.33All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

DeepSeek V4.1 Flash (max) · House of Baeryeom · view 1 of 4 · score 0.634DeepSeek V4.1 Flash (max) · House of Baeryeom · view 2 of 4 · score 0.634DeepSeek V4.1 Flash (max) · House of Baeryeom · view 3 of 4 · score 0.634DeepSeek V4.1 Flash (max) · House of Baeryeom · view 4 of 4 · score 0.634

Medieval Big Farm Town

0.682Detailed 0.513 · Overview 0.664 · Physical 0.902$0.69All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 1 of 4 · score 0.682DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 2 of 4 · score 0.682DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 3 of 4 · score 0.682DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 4 of 4 · score 0.682

Medieval Buildings

0.644Detailed 0.666 · Overview 0.671 · Physical 0.544$0.81All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

DeepSeek V4.1 Flash (max) · Medieval Buildings · view 1 of 4 · score 0.644DeepSeek V4.1 Flash (max) · Medieval Buildings · view 2 of 4 · score 0.644DeepSeek V4.1 Flash (max) · Medieval Buildings · view 3 of 4 · score 0.644DeepSeek V4.1 Flash (max) · Medieval Buildings · view 4 of 4 · score 0.644

Nordic Harbour

0.144Detailed 0.071 · Overview 0.050 · Physical 0.500$0.20All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

DeepSeek V4.1 Flash (max) · Nordic Harbour · view 1 of 4 · score 0.144DeepSeek V4.1 Flash (max) · Nordic Harbour · view 2 of 4 · score 0.144DeepSeek V4.1 Flash (max) · Nordic Harbour · view 3 of 4 · score 0.144DeepSeek V4.1 Flash (max) · Nordic Harbour · view 4 of 4 · score 0.144

Paris

0.350Detailed 0.225 · Overview 0.281 · Physical 0.684$0.31All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

DeepSeek V4.1 Flash (max) · Paris · view 1 of 4 · score 0.350DeepSeek V4.1 Flash (max) · Paris · view 2 of 4 · score 0.350DeepSeek V4.1 Flash (max) · Paris · view 3 of 4 · score 0.350DeepSeek V4.1 Flash (max) · Paris · view 4 of 4 · score 0.350

Post-Apocalyptic Stylized Market

0.431Detailed 0.237 · Overview 0.307 · Physical 1.000$0.43All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.431DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.431DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.431DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.431

Ruins

0.080Detailed 0.160 · Overview 0.080 · Physical 0.000$0.30All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

DeepSeek V4.1 Flash (max) · Ruins · view 1 of 4 · score 0.080DeepSeek V4.1 Flash (max) · Ruins · view 2 of 4 · score 0.080DeepSeek V4.1 Flash (max) · Ruins · view 3 of 4 · score 0.080DeepSeek V4.1 Flash (max) · Ruins · view 4 of 4 · score 0.080

Sci-Fi Environment Offworld

0.812Detailed 0.812 · Overview 0.749 · Physical 1.000$0.68All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.812DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.812DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.812DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.812

New York Street

0.524Detailed 0.444 · Overview 0.432 · Physical 0.881$0.17All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

DeepSeek V4.1 Flash (max) · New York Street · view 1 of 4 · score 0.524DeepSeek V4.1 Flash (max) · New York Street · view 2 of 4 · score 0.524DeepSeek V4.1 Flash (max) · New York Street · view 3 of 4 · score 0.524DeepSeek V4.1 Flash (max) · New York Street · view 4 of 4 · score 0.524

Stylized Elven Valley

0.290Detailed 0.273 · Overview 0.060 · Physical 1.000$0.34All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 1 of 4 · score 0.290DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 2 of 4 · score 0.290DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 3 of 4 · score 0.290DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 4 of 4 · score 0.290

Urban Decay

0.729Detailed 0.535 · Overview 0.706 · Physical 0.994$0.74All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

DeepSeek V4.1 Flash (max) · Urban Decay · view 1 of 4 · score 0.729DeepSeek V4.1 Flash (max) · Urban Decay · view 2 of 4 · score 0.729DeepSeek V4.1 Flash (max) · Urban Decay · view 3 of 4 · score 0.729DeepSeek V4.1 Flash (max) · Urban Decay · view 4 of 4 · score 0.729

Winter Town

0.281Detailed 0.193 · Overview 0.094 · Physical 0.928$0.32All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

DeepSeek V4.1 Flash (max) · Winter Town · view 1 of 4 · score 0.281DeepSeek V4.1 Flash (max) · Winter Town · view 2 of 4 · score 0.281DeepSeek V4.1 Flash (max) · Winter Town · view 3 of 4 · score 0.281DeepSeek V4.1 Flash (max) · Winter Town · view 4 of 4 · score 0.281
diff --git a/gallery/model/gemini-3.8-flash-high.html b/gallery/model/gemini-3.8-flash-high.html index 5f47b6dc7b70872800692776160da2700be22de9..55cc97058243eb09836443fa55c9a136d1ca8254 100644 --- a/gallery/model/gemini-3.8-flash-high.html +++ b/gallery/model/gemini-3.8-flash-high.html @@ -10,7 +10,7 @@
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Gemini 3.8 Flash (high)

Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank18 of 34
Score0.694
Detailed0.578
Overview0.662
Physical0.905
Median cost$3.85

Abandoned Psychiatric Hospital

0.620Detailed 0.488 · Overview 0.538 · Physical 1.000$3.88All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.620Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.620Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.620Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.620

Blue City

0.780Detailed 0.644 · Overview 0.755 · Physical 0.990$3.31All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Gemini 3.8 Flash (high) · Blue City · view 1 of 4 · score 0.780Gemini 3.8 Flash (high) · Blue City · view 2 of 4 · score 0.780Gemini 3.8 Flash (high) · Blue City · view 3 of 4 · score 0.780Gemini 3.8 Flash (high) · Blue City · view 4 of 4 · score 0.780

Castle River

0.551Detailed 0.494 · Overview 0.421 · Physical 1.000$3.22All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Gemini 3.8 Flash (high) · Castle River · view 1 of 4 · score 0.551Gemini 3.8 Flash (high) · Castle River · view 2 of 4 · score 0.551Gemini 3.8 Flash (high) · Castle River · view 3 of 4 · score 0.551Gemini 3.8 Flash (high) · Castle River · view 4 of 4 · score 0.551

Cyberpunk

0.837Detailed 0.720 · Overview 0.824 · Physical 0.993$2.87All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Gemini 3.8 Flash (high) · Cyberpunk · view 1 of 4 · score 0.837Gemini 3.8 Flash (high) · Cyberpunk · view 2 of 4 · score 0.837Gemini 3.8 Flash (high) · Cyberpunk · view 3 of 4 · score 0.837Gemini 3.8 Flash (high) · Cyberpunk · view 4 of 4 · score 0.837

Egyptian Temple

0.600Detailed 0.000 · Overview 0.681 · Physical 0.955$4.99All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Gemini 3.8 Flash (high) · Egyptian Temple · view 1 of 4 · score 0.600Gemini 3.8 Flash (high) · Egyptian Temple · view 2 of 4 · score 0.600Gemini 3.8 Flash (high) · Egyptian Temple · view 3 of 4 · score 0.600Gemini 3.8 Flash (high) · Egyptian Temple · view 4 of 4 · score 0.600

European Street

0.576Detailed 0.657 · Overview 0.449 · Physical 0.875$1.76All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Gemini 3.8 Flash (high) · European Street · view 1 of 4 · score 0.576Gemini 3.8 Flash (high) · European Street · view 2 of 4 · score 0.576Gemini 3.8 Flash (high) · European Street · view 3 of 4 · score 0.576Gemini 3.8 Flash (high) · European Street · view 4 of 4 · score 0.576

Factory Environment

0.841Detailed 0.834 · Overview 0.791 · Physical 0.998$2.09All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Gemini 3.8 Flash (high) · Factory Environment · view 1 of 4 · score 0.841Gemini 3.8 Flash (high) · Factory Environment · view 2 of 4 · score 0.841Gemini 3.8 Flash (high) · Factory Environment · view 3 of 4 · score 0.841Gemini 3.8 Flash (high) · Factory Environment · view 4 of 4 · score 0.841

Hong Kong

0.740Detailed 0.702 · Overview 0.783 · Physical 0.650$3.83All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Gemini 3.8 Flash (high) · Hong Kong · view 1 of 4 · score 0.740Gemini 3.8 Flash (high) · Hong Kong · view 2 of 4 · score 0.740Gemini 3.8 Flash (high) · Hong Kong · view 3 of 4 · score 0.740Gemini 3.8 Flash (high) · Hong Kong · view 4 of 4 · score 0.740

House of Baeryeom

0.751Detailed 0.660 · Overview 0.709 · Physical 0.968$6.69All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Gemini 3.8 Flash (high) · House of Baeryeom · view 1 of 4 · score 0.751Gemini 3.8 Flash (high) · House of Baeryeom · view 2 of 4 · score 0.751Gemini 3.8 Flash (high) · House of Baeryeom · view 3 of 4 · score 0.751Gemini 3.8 Flash (high) · House of Baeryeom · view 4 of 4 · score 0.751

Medieval Big Farm Town

0.558Detailed 0.456 · Overview 0.444 · Physical 1.000$5.18All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 1 of 4 · score 0.558Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 2 of 4 · score 0.558Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 3 of 4 · score 0.558Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 4 of 4 · score 0.558

Medieval Buildings

0.673Detailed 0.613 · Overview 0.700 · Physical 0.655$4.99All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Gemini 3.8 Flash (high) · Medieval Buildings · view 1 of 4 · score 0.673Gemini 3.8 Flash (high) · Medieval Buildings · view 2 of 4 · score 0.673Gemini 3.8 Flash (high) · Medieval Buildings · view 3 of 4 · score 0.673Gemini 3.8 Flash (high) · Medieval Buildings · view 4 of 4 · score 0.673

Nordic Harbour

0.724Detailed 0.545 · Overview 0.748 · Physical 0.833$3.10All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Gemini 3.8 Flash (high) · Nordic Harbour · view 1 of 4 · score 0.724Gemini 3.8 Flash (high) · Nordic Harbour · view 2 of 4 · score 0.724Gemini 3.8 Flash (high) · Nordic Harbour · view 3 of 4 · score 0.724Gemini 3.8 Flash (high) · Nordic Harbour · view 4 of 4 · score 0.724

Paris

0.619Detailed 0.544 · Overview 0.615 · Physical 0.707$5.03All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Gemini 3.8 Flash (high) · Paris · view 1 of 4 · score 0.619Gemini 3.8 Flash (high) · Paris · view 2 of 4 · score 0.619Gemini 3.8 Flash (high) · Paris · view 3 of 4 · score 0.619Gemini 3.8 Flash (high) · Paris · view 4 of 4 · score 0.619

Post-Apocalyptic Stylized Market

0.795Detailed 0.578 · Overview 0.816 · Physical 0.949$4.63All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.795Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.795Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.795Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.795

Ruins

0.669Detailed 0.526 · Overview 0.607 · Physical 1.000$3.94All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Gemini 3.8 Flash (high) · Ruins · view 1 of 4 · score 0.669Gemini 3.8 Flash (high) · Ruins · view 2 of 4 · score 0.669Gemini 3.8 Flash (high) · Ruins · view 3 of 4 · score 0.669Gemini 3.8 Flash (high) · Ruins · view 4 of 4 · score 0.669

Sci-Fi Environment Offworld

0.766Detailed 0.587 · Overview 0.747 · Physical 1.000$2.16All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.766Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.766Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.766Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.766

New York Street

0.797Detailed 0.564 · Overview 0.807 · Physical 1.000$3.37All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Gemini 3.8 Flash (high) · New York Street · view 1 of 4 · score 0.797Gemini 3.8 Flash (high) · New York Street · view 2 of 4 · score 0.797Gemini 3.8 Flash (high) · New York Street · view 3 of 4 · score 0.797Gemini 3.8 Flash (high) · New York Street · view 4 of 4 · score 0.797

Stylized Elven Valley

0.717Detailed 0.773 · Overview 0.721 · Physical 0.648$2.85All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Gemini 3.8 Flash (high) · Stylized Elven Valley · view 1 of 4 · score 0.717Gemini 3.8 Flash (high) · Stylized Elven Valley · view 2 of 4 · score 0.717Gemini 3.8 Flash (high) · Stylized Elven Valley · view 3 of 4 · score 0.717Gemini 3.8 Flash (high) · Stylized Elven Valley · view 4 of 4 · score 0.717

Urban Decay

0.642Detailed 0.628 · Overview 0.533 · Physical 0.982$5.47All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Gemini 3.8 Flash (high) · Urban Decay · view 1 of 4 · score 0.642Gemini 3.8 Flash (high) · Urban Decay · view 2 of 4 · score 0.642Gemini 3.8 Flash (high) · Urban Decay · view 3 of 4 · score 0.642Gemini 3.8 Flash (high) · Urban Decay · view 4 of 4 · score 0.642

Winter Town

0.627Detailed 0.544 · Overview 0.563 · Physical 0.904$3.90All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Gemini 3.8 Flash (high) · Winter Town · view 1 of 4 · score 0.627Gemini 3.8 Flash (high) · Winter Town · view 2 of 4 · score 0.627Gemini 3.8 Flash (high) · Winter Town · view 3 of 4 · score 0.627Gemini 3.8 Flash (high) · Winter Town · view 4 of 4 · score 0.627
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Gemini 3.8 Flash (high)

Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank19 of 35
Score0.694
Detailed0.578
Overview0.662
Physical0.905
Median cost$3.85

Abandoned Psychiatric Hospital

0.620Detailed 0.488 · Overview 0.538 · Physical 1.000$3.88All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.620Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.620Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.620Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.620

Blue City

0.780Detailed 0.644 · Overview 0.755 · Physical 0.990$3.31All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Gemini 3.8 Flash (high) · Blue City · view 1 of 4 · score 0.780Gemini 3.8 Flash (high) · Blue City · view 2 of 4 · score 0.780Gemini 3.8 Flash (high) · Blue City · view 3 of 4 · score 0.780Gemini 3.8 Flash (high) · Blue City · view 4 of 4 · score 0.780

Castle River

0.551Detailed 0.494 · Overview 0.421 · Physical 1.000$3.22All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Gemini 3.8 Flash (high) · Castle River · view 1 of 4 · score 0.551Gemini 3.8 Flash (high) · Castle River · view 2 of 4 · score 0.551Gemini 3.8 Flash (high) · Castle River · view 3 of 4 · score 0.551Gemini 3.8 Flash (high) · Castle River · view 4 of 4 · score 0.551

Cyberpunk

0.837Detailed 0.720 · Overview 0.824 · Physical 0.993$2.87All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Gemini 3.8 Flash (high) · Cyberpunk · view 1 of 4 · score 0.837Gemini 3.8 Flash (high) · Cyberpunk · view 2 of 4 · score 0.837Gemini 3.8 Flash (high) · Cyberpunk · view 3 of 4 · score 0.837Gemini 3.8 Flash (high) · Cyberpunk · view 4 of 4 · score 0.837

Egyptian Temple

0.600Detailed 0.000 · Overview 0.681 · Physical 0.955$4.99All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Gemini 3.8 Flash (high) · Egyptian Temple · view 1 of 4 · score 0.600Gemini 3.8 Flash (high) · Egyptian Temple · view 2 of 4 · score 0.600Gemini 3.8 Flash (high) · Egyptian Temple · view 3 of 4 · score 0.600Gemini 3.8 Flash (high) · Egyptian Temple · view 4 of 4 · score 0.600

European Street

0.576Detailed 0.657 · Overview 0.449 · Physical 0.875$1.76All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Gemini 3.8 Flash (high) · European Street · view 1 of 4 · score 0.576Gemini 3.8 Flash (high) · European Street · view 2 of 4 · score 0.576Gemini 3.8 Flash (high) · European Street · view 3 of 4 · score 0.576Gemini 3.8 Flash (high) · European Street · view 4 of 4 · score 0.576

Factory Environment

0.841Detailed 0.834 · Overview 0.791 · Physical 0.998$2.09All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Gemini 3.8 Flash (high) · Factory Environment · view 1 of 4 · score 0.841Gemini 3.8 Flash (high) · Factory Environment · view 2 of 4 · score 0.841Gemini 3.8 Flash (high) · Factory Environment · view 3 of 4 · score 0.841Gemini 3.8 Flash (high) · Factory Environment · view 4 of 4 · score 0.841

Hong Kong

0.740Detailed 0.702 · Overview 0.783 · Physical 0.650$3.83All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Gemini 3.8 Flash (high) · Hong Kong · view 1 of 4 · score 0.740Gemini 3.8 Flash (high) · Hong Kong · view 2 of 4 · score 0.740Gemini 3.8 Flash (high) · Hong Kong · view 3 of 4 · score 0.740Gemini 3.8 Flash (high) · Hong Kong · view 4 of 4 · score 0.740

House of Baeryeom

0.751Detailed 0.660 · Overview 0.709 · Physical 0.968$6.69All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Gemini 3.8 Flash (high) · House of Baeryeom · view 1 of 4 · score 0.751Gemini 3.8 Flash (high) · House of Baeryeom · view 2 of 4 · score 0.751Gemini 3.8 Flash (high) · House of Baeryeom · view 3 of 4 · score 0.751Gemini 3.8 Flash (high) · House of Baeryeom · view 4 of 4 · score 0.751

Medieval Big Farm Town

0.558Detailed 0.456 · Overview 0.444 · Physical 1.000$5.18All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 1 of 4 · score 0.558Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 2 of 4 · score 0.558Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 3 of 4 · score 0.558Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 4 of 4 · score 0.558

Medieval Buildings

0.673Detailed 0.613 · Overview 0.700 · Physical 0.655$4.99All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Gemini 3.8 Flash (high) · Medieval Buildings · view 1 of 4 · score 0.673Gemini 3.8 Flash (high) · Medieval Buildings · view 2 of 4 · score 0.673Gemini 3.8 Flash (high) · Medieval Buildings · view 3 of 4 · score 0.673Gemini 3.8 Flash (high) · Medieval Buildings · view 4 of 4 · score 0.673

Nordic Harbour

0.724Detailed 0.545 · Overview 0.748 · Physical 0.833$3.10All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Gemini 3.8 Flash (high) · Nordic Harbour · view 1 of 4 · score 0.724Gemini 3.8 Flash (high) · Nordic Harbour · view 2 of 4 · score 0.724Gemini 3.8 Flash (high) · Nordic Harbour · view 3 of 4 · score 0.724Gemini 3.8 Flash (high) · Nordic Harbour · view 4 of 4 · score 0.724

Paris

0.619Detailed 0.544 · Overview 0.615 · Physical 0.707$5.03All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Gemini 3.8 Flash (high) · Paris · view 1 of 4 · score 0.619Gemini 3.8 Flash (high) · Paris · view 2 of 4 · score 0.619Gemini 3.8 Flash (high) · Paris · view 3 of 4 · score 0.619Gemini 3.8 Flash (high) · Paris · view 4 of 4 · score 0.619

Post-Apocalyptic Stylized Market

0.795Detailed 0.578 · Overview 0.816 · Physical 0.949$4.63All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.795Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.795Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.795Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.795

Ruins

0.669Detailed 0.526 · Overview 0.607 · Physical 1.000$3.94All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Gemini 3.8 Flash (high) · Ruins · view 1 of 4 · score 0.669Gemini 3.8 Flash (high) · Ruins · view 2 of 4 · score 0.669Gemini 3.8 Flash (high) · Ruins · view 3 of 4 · score 0.669Gemini 3.8 Flash (high) · Ruins · view 4 of 4 · score 0.669

Sci-Fi Environment Offworld

0.766Detailed 0.587 · Overview 0.747 · Physical 1.000$2.16All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.766Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.766Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.766Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.766

New York Street

0.797Detailed 0.564 · Overview 0.807 · Physical 1.000$3.37All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Gemini 3.8 Flash (high) · New York Street · view 1 of 4 · score 0.797Gemini 3.8 Flash (high) · New York Street · view 2 of 4 · score 0.797Gemini 3.8 Flash (high) · New York Street · view 3 of 4 · score 0.797Gemini 3.8 Flash (high) · New York Street · view 4 of 4 · score 0.797

Stylized Elven Valley

0.717Detailed 0.773 · Overview 0.721 · Physical 0.648$2.85All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Gemini 3.8 Flash (high) · Stylized Elven Valley · view 1 of 4 · score 0.717Gemini 3.8 Flash (high) · Stylized Elven Valley · view 2 of 4 · score 0.717Gemini 3.8 Flash (high) · Stylized Elven Valley · view 3 of 4 · score 0.717Gemini 3.8 Flash (high) · Stylized Elven Valley · view 4 of 4 · score 0.717

Urban Decay

0.642Detailed 0.628 · Overview 0.533 · Physical 0.982$5.47All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Gemini 3.8 Flash (high) · Urban Decay · view 1 of 4 · score 0.642Gemini 3.8 Flash (high) · Urban Decay · view 2 of 4 · score 0.642Gemini 3.8 Flash (high) · Urban Decay · view 3 of 4 · score 0.642Gemini 3.8 Flash (high) · Urban Decay · view 4 of 4 · score 0.642

Winter Town

0.627Detailed 0.544 · Overview 0.563 · Physical 0.904$3.90All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Gemini 3.8 Flash (high) · Winter Town · view 1 of 4 · score 0.627Gemini 3.8 Flash (high) · Winter Town · view 2 of 4 · score 0.627Gemini 3.8 Flash (high) · Winter Town · view 3 of 4 · score 0.627Gemini 3.8 Flash (high) · Winter Town · view 4 of 4 · score 0.627
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Gemini 4 Argon (high)

Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank6 of 34
Score0.777
Detailed0.688
Overview0.756
Physical0.930
Median cost$4.83

Abandoned Psychiatric Hospital

0.692Detailed 0.620 · Overview 0.614 · Physical 0.998$5.37All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.692Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.692Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.692Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.692

Blue City

0.803Detailed 0.645 · Overview 0.804 · Physical 0.956$3.69All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Gemini 4 Argon (high) · Blue City · view 1 of 4 · score 0.803Gemini 4 Argon (high) · Blue City · view 2 of 4 · score 0.803Gemini 4 Argon (high) · Blue City · view 3 of 4 · score 0.803Gemini 4 Argon (high) · Blue City · view 4 of 4 · score 0.803

Castle River

0.727Detailed 0.437 · Overview 0.733 · Physical 1.000$7.34All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Gemini 4 Argon (high) · Castle River · view 1 of 4 · score 0.727Gemini 4 Argon (high) · Castle River · view 2 of 4 · score 0.727Gemini 4 Argon (high) · Castle River · view 3 of 4 · score 0.727Gemini 4 Argon (high) · Castle River · view 4 of 4 · score 0.727

Cyberpunk

0.816Detailed 0.563 · Overview 0.839 · Physical 0.998$6.35All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Gemini 4 Argon (high) · Cyberpunk · view 1 of 4 · score 0.816Gemini 4 Argon (high) · Cyberpunk · view 2 of 4 · score 0.816Gemini 4 Argon (high) · Cyberpunk · view 3 of 4 · score 0.816Gemini 4 Argon (high) · Cyberpunk · view 4 of 4 · score 0.816

Egyptian Temple

0.845Detailed 0.837 · Overview 0.797 · Physical 1.000$3.45All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Gemini 4 Argon (high) · Egyptian Temple · view 1 of 4 · score 0.845Gemini 4 Argon (high) · Egyptian Temple · view 2 of 4 · score 0.845Gemini 4 Argon (high) · Egyptian Temple · view 3 of 4 · score 0.845Gemini 4 Argon (high) · Egyptian Temple · view 4 of 4 · score 0.845

European Street

0.658Detailed 0.687 · Overview 0.575 · Physical 0.876$2.83All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Gemini 4 Argon (high) · European Street · view 1 of 4 · score 0.658Gemini 4 Argon (high) · European Street · view 2 of 4 · score 0.658Gemini 4 Argon (high) · European Street · view 3 of 4 · score 0.658Gemini 4 Argon (high) · European Street · view 4 of 4 · score 0.658

Factory Environment

0.850Detailed 0.877 · Overview 0.791 · Physical 1.000$3.36All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Gemini 4 Argon (high) · Factory Environment · view 1 of 4 · score 0.850Gemini 4 Argon (high) · Factory Environment · view 2 of 4 · score 0.850Gemini 4 Argon (high) · Factory Environment · view 3 of 4 · score 0.850Gemini 4 Argon (high) · Factory Environment · view 4 of 4 · score 0.850

Hong Kong

0.802Detailed 0.702 · Overview 0.774 · Physical 0.987$4.07All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Gemini 4 Argon (high) · Hong Kong · view 1 of 4 · score 0.802Gemini 4 Argon (high) · Hong Kong · view 2 of 4 · score 0.802Gemini 4 Argon (high) · Hong Kong · view 3 of 4 · score 0.802Gemini 4 Argon (high) · Hong Kong · view 4 of 4 · score 0.802

House of Baeryeom

0.739Detailed 0.763 · Overview 0.771 · Physical 0.619$9.91All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Gemini 4 Argon (high) · House of Baeryeom · view 1 of 4 · score 0.739Gemini 4 Argon (high) · House of Baeryeom · view 2 of 4 · score 0.739Gemini 4 Argon (high) · House of Baeryeom · view 3 of 4 · score 0.739Gemini 4 Argon (high) · House of Baeryeom · view 4 of 4 · score 0.739

Medieval Big Farm Town

0.693Detailed 0.590 · Overview 0.652 · Physical 0.917$4.83All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Gemini 4 Argon (high) · Medieval Big Farm Town · view 1 of 4 · score 0.693Gemini 4 Argon (high) · Medieval Big Farm Town · view 2 of 4 · score 0.693Gemini 4 Argon (high) · Medieval Big Farm Town · view 3 of 4 · score 0.693Gemini 4 Argon (high) · Medieval Big Farm Town · view 4 of 4 · score 0.693

Medieval Buildings

0.768Detailed 0.721 · Overview 0.806 · Physical 0.702$5.13All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Gemini 4 Argon (high) · Medieval Buildings · view 1 of 4 · score 0.768Gemini 4 Argon (high) · Medieval Buildings · view 2 of 4 · score 0.768Gemini 4 Argon (high) · Medieval Buildings · view 3 of 4 · score 0.768Gemini 4 Argon (high) · Medieval Buildings · view 4 of 4 · score 0.768

Nordic Harbour

0.807Detailed 0.642 · Overview 0.798 · Physical 0.999$3.44All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Gemini 4 Argon (high) · Nordic Harbour · view 1 of 4 · score 0.807Gemini 4 Argon (high) · Nordic Harbour · view 2 of 4 · score 0.807Gemini 4 Argon (high) · Nordic Harbour · view 3 of 4 · score 0.807Gemini 4 Argon (high) · Nordic Harbour · view 4 of 4 · score 0.807

Paris

0.667Detailed 0.547 · Overview 0.686 · Physical 0.728$11.45All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Gemini 4 Argon (high) · Paris · view 1 of 4 · score 0.667Gemini 4 Argon (high) · Paris · view 2 of 4 · score 0.667Gemini 4 Argon (high) · Paris · view 3 of 4 · score 0.667Gemini 4 Argon (high) · Paris · view 4 of 4 · score 0.667

Post-Apocalyptic Stylized Market

0.854Detailed 0.844 · Overview 0.811 · Physical 0.994$3.42All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.854Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.854Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.854Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.854

Ruins

0.802Detailed 0.646 · Overview 0.788 · Physical 1.000$5.22All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Gemini 4 Argon (high) · Ruins · view 1 of 4 · score 0.802Gemini 4 Argon (high) · Ruins · view 2 of 4 · score 0.802Gemini 4 Argon (high) · Ruins · view 3 of 4 · score 0.802Gemini 4 Argon (high) · Ruins · view 4 of 4 · score 0.802

Sci-Fi Environment Offworld

0.775Detailed 0.637 · Overview 0.746 · Physical 1.000$3.16All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.775Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.775Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.775Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.775

New York Street

0.847Detailed 0.764 · Overview 0.851 · Physical 0.919$4.83All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Gemini 4 Argon (high) · New York Street · view 1 of 4 · score 0.847Gemini 4 Argon (high) · New York Street · view 2 of 4 · score 0.847Gemini 4 Argon (high) · New York Street · view 3 of 4 · score 0.847Gemini 4 Argon (high) · New York Street · view 4 of 4 · score 0.847

Stylized Elven Valley

0.830Detailed 0.879 · Overview 0.781 · Physical 0.932$5.07All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Gemini 4 Argon (high) · Stylized Elven Valley · view 1 of 4 · score 0.830Gemini 4 Argon (high) · Stylized Elven Valley · view 2 of 4 · score 0.830Gemini 4 Argon (high) · Stylized Elven Valley · view 3 of 4 · score 0.830Gemini 4 Argon (high) · Stylized Elven Valley · view 4 of 4 · score 0.830

Urban Decay

0.696Detailed 0.646 · Overview 0.617 · Physical 0.981$3.43All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Gemini 4 Argon (high) · Urban Decay · view 1 of 4 · score 0.696Gemini 4 Argon (high) · Urban Decay · view 2 of 4 · score 0.696Gemini 4 Argon (high) · Urban Decay · view 3 of 4 · score 0.696Gemini 4 Argon (high) · Urban Decay · view 4 of 4 · score 0.696

Winter Town

0.878Detailed 0.713 · Overview 0.893 · Physical 1.000$4.98All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Gemini 4 Argon (high) · Winter Town · view 1 of 4 · score 0.878Gemini 4 Argon (high) · Winter Town · view 2 of 4 · score 0.878Gemini 4 Argon (high) · Winter Town · view 3 of 4 · score 0.878Gemini 4 Argon (high) · Winter Town · view 4 of 4 · score 0.878
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Gemini 4 Argon (high)

Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank7 of 35
Score0.777
Detailed0.688
Overview0.756
Physical0.930
Median cost$4.83

Abandoned Psychiatric Hospital

0.692Detailed 0.620 · Overview 0.614 · Physical 0.998$5.37All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.692Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.692Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.692Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.692

Blue City

0.803Detailed 0.645 · Overview 0.804 · Physical 0.956$3.69All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Gemini 4 Argon (high) · Blue City · view 1 of 4 · score 0.803Gemini 4 Argon (high) · Blue City · view 2 of 4 · score 0.803Gemini 4 Argon (high) · Blue City · view 3 of 4 · score 0.803Gemini 4 Argon (high) · Blue City · view 4 of 4 · score 0.803

Castle River

0.727Detailed 0.437 · Overview 0.733 · Physical 1.000$7.34All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Gemini 4 Argon (high) · Castle River · view 1 of 4 · score 0.727Gemini 4 Argon (high) · Castle River · view 2 of 4 · score 0.727Gemini 4 Argon (high) · Castle River · view 3 of 4 · score 0.727Gemini 4 Argon (high) · Castle River · view 4 of 4 · score 0.727

Cyberpunk

0.816Detailed 0.563 · Overview 0.839 · Physical 0.998$6.35All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Gemini 4 Argon (high) · Cyberpunk · view 1 of 4 · score 0.816Gemini 4 Argon (high) · Cyberpunk · view 2 of 4 · score 0.816Gemini 4 Argon (high) · Cyberpunk · view 3 of 4 · score 0.816Gemini 4 Argon (high) · Cyberpunk · view 4 of 4 · score 0.816

Egyptian Temple

0.845Detailed 0.837 · Overview 0.797 · Physical 1.000$3.45All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Gemini 4 Argon (high) · Egyptian Temple · view 1 of 4 · score 0.845Gemini 4 Argon (high) · Egyptian Temple · view 2 of 4 · score 0.845Gemini 4 Argon (high) · Egyptian Temple · view 3 of 4 · score 0.845Gemini 4 Argon (high) · Egyptian Temple · view 4 of 4 · score 0.845

European Street

0.658Detailed 0.687 · Overview 0.575 · Physical 0.876$2.83All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Gemini 4 Argon (high) · European Street · view 1 of 4 · score 0.658Gemini 4 Argon (high) · European Street · view 2 of 4 · score 0.658Gemini 4 Argon (high) · European Street · view 3 of 4 · score 0.658Gemini 4 Argon (high) · European Street · view 4 of 4 · score 0.658

Factory Environment

0.850Detailed 0.877 · Overview 0.791 · Physical 1.000$3.36All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Gemini 4 Argon (high) · Factory Environment · view 1 of 4 · score 0.850Gemini 4 Argon (high) · Factory Environment · view 2 of 4 · score 0.850Gemini 4 Argon (high) · Factory Environment · view 3 of 4 · score 0.850Gemini 4 Argon (high) · Factory Environment · view 4 of 4 · score 0.850

Hong Kong

0.802Detailed 0.702 · Overview 0.774 · Physical 0.987$4.07All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Gemini 4 Argon (high) · Hong Kong · view 1 of 4 · score 0.802Gemini 4 Argon (high) · Hong Kong · view 2 of 4 · score 0.802Gemini 4 Argon (high) · Hong Kong · view 3 of 4 · score 0.802Gemini 4 Argon (high) · Hong Kong · view 4 of 4 · score 0.802

House of Baeryeom

0.739Detailed 0.763 · Overview 0.771 · Physical 0.619$9.91All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Gemini 4 Argon (high) · House of Baeryeom · view 1 of 4 · score 0.739Gemini 4 Argon (high) · House of Baeryeom · view 2 of 4 · score 0.739Gemini 4 Argon (high) · House of Baeryeom · view 3 of 4 · score 0.739Gemini 4 Argon (high) · House of Baeryeom · view 4 of 4 · score 0.739

Medieval Big Farm Town

0.693Detailed 0.590 · Overview 0.652 · Physical 0.917$4.83All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Gemini 4 Argon (high) · Medieval Big Farm Town · view 1 of 4 · score 0.693Gemini 4 Argon (high) · Medieval Big Farm Town · view 2 of 4 · score 0.693Gemini 4 Argon (high) · Medieval Big Farm Town · view 3 of 4 · score 0.693Gemini 4 Argon (high) · Medieval Big Farm Town · view 4 of 4 · score 0.693

Medieval Buildings

0.768Detailed 0.721 · Overview 0.806 · Physical 0.702$5.13All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Gemini 4 Argon (high) · Medieval Buildings · view 1 of 4 · score 0.768Gemini 4 Argon (high) · Medieval Buildings · view 2 of 4 · score 0.768Gemini 4 Argon (high) · Medieval Buildings · view 3 of 4 · score 0.768Gemini 4 Argon (high) · Medieval Buildings · view 4 of 4 · score 0.768

Nordic Harbour

0.807Detailed 0.642 · Overview 0.798 · Physical 0.999$3.44All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Gemini 4 Argon (high) · Nordic Harbour · view 1 of 4 · score 0.807Gemini 4 Argon (high) · Nordic Harbour · view 2 of 4 · score 0.807Gemini 4 Argon (high) · Nordic Harbour · view 3 of 4 · score 0.807Gemini 4 Argon (high) · Nordic Harbour · view 4 of 4 · score 0.807

Paris

0.667Detailed 0.547 · Overview 0.686 · Physical 0.728$11.45All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Gemini 4 Argon (high) · Paris · view 1 of 4 · score 0.667Gemini 4 Argon (high) · Paris · view 2 of 4 · score 0.667Gemini 4 Argon (high) · Paris · view 3 of 4 · score 0.667Gemini 4 Argon (high) · Paris · view 4 of 4 · score 0.667

Post-Apocalyptic Stylized Market

0.854Detailed 0.844 · Overview 0.811 · Physical 0.994$3.42All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.854Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.854Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.854Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.854

Ruins

0.802Detailed 0.646 · Overview 0.788 · Physical 1.000$5.22All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Gemini 4 Argon (high) · Ruins · view 1 of 4 · score 0.802Gemini 4 Argon (high) · Ruins · view 2 of 4 · score 0.802Gemini 4 Argon (high) · Ruins · view 3 of 4 · score 0.802Gemini 4 Argon (high) · Ruins · view 4 of 4 · score 0.802

Sci-Fi Environment Offworld

0.775Detailed 0.637 · Overview 0.746 · Physical 1.000$3.16All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.775Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.775Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.775Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.775

New York Street

0.847Detailed 0.764 · Overview 0.851 · Physical 0.919$4.83All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Gemini 4 Argon (high) · New York Street · view 1 of 4 · score 0.847Gemini 4 Argon (high) · New York Street · view 2 of 4 · score 0.847Gemini 4 Argon (high) · New York Street · view 3 of 4 · score 0.847Gemini 4 Argon (high) · New York Street · view 4 of 4 · score 0.847

Stylized Elven Valley

0.830Detailed 0.879 · Overview 0.781 · Physical 0.932$5.07All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Gemini 4 Argon (high) · Stylized Elven Valley · view 1 of 4 · score 0.830Gemini 4 Argon (high) · Stylized Elven Valley · view 2 of 4 · score 0.830Gemini 4 Argon (high) · Stylized Elven Valley · view 3 of 4 · score 0.830Gemini 4 Argon (high) · Stylized Elven Valley · view 4 of 4 · score 0.830

Urban Decay

0.696Detailed 0.646 · Overview 0.617 · Physical 0.981$3.43All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Gemini 4 Argon (high) · Urban Decay · view 1 of 4 · score 0.696Gemini 4 Argon (high) · Urban Decay · view 2 of 4 · score 0.696Gemini 4 Argon (high) · Urban Decay · view 3 of 4 · score 0.696Gemini 4 Argon (high) · Urban Decay · view 4 of 4 · score 0.696

Winter Town

0.878Detailed 0.713 · Overview 0.893 · Physical 1.000$4.98All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Gemini 4 Argon (high) · Winter Town · view 1 of 4 · score 0.878Gemini 4 Argon (high) · Winter Town · view 2 of 4 · score 0.878Gemini 4 Argon (high) · Winter Town · view 3 of 4 · score 0.878Gemini 4 Argon (high) · Winter Town · view 4 of 4 · score 0.878
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Gemini 4 Carbon (high)

Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank3 of 35
Score0.825
Detailed0.766
Overview0.794
Physical0.976
Median cost$5.04

Abandoned Psychiatric Hospital

0.827Detailed 0.748 · Overview 0.797 · Physical 0.997$3.25All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Gemini 4 Carbon (high) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.827Gemini 4 Carbon (high) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.827Gemini 4 Carbon (high) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.827Gemini 4 Carbon (high) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.827

Blue City

0.819Detailed 0.755 · Overview 0.785 · Physical 0.987$6.33All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Gemini 4 Carbon (high) · Blue City · view 1 of 4 · score 0.819Gemini 4 Carbon (high) · Blue City · view 2 of 4 · score 0.819Gemini 4 Carbon (high) · Blue City · view 3 of 4 · score 0.819Gemini 4 Carbon (high) · Blue City · view 4 of 4 · score 0.819

Castle River

0.878Detailed 0.669 · Overview 0.908 · Physical 1.000$5.05All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Gemini 4 Carbon (high) · Castle River · view 1 of 4 · score 0.878Gemini 4 Carbon (high) · Castle River · view 2 of 4 · score 0.878Gemini 4 Carbon (high) · Castle River · view 3 of 4 · score 0.878Gemini 4 Carbon (high) · Castle River · view 4 of 4 · score 0.878

Cyberpunk

0.804Detailed 0.811 · Overview 0.736 · Physical 0.998$8.03All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Gemini 4 Carbon (high) · Cyberpunk · view 1 of 4 · score 0.804Gemini 4 Carbon (high) · Cyberpunk · view 2 of 4 · score 0.804Gemini 4 Carbon (high) · Cyberpunk · view 3 of 4 · score 0.804Gemini 4 Carbon (high) · Cyberpunk · view 4 of 4 · score 0.804

Egyptian Temple

0.779Detailed 0.832 · Overview 0.688 · Physical 1.000$4.80All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Gemini 4 Carbon (high) · Egyptian Temple · view 1 of 4 · score 0.779Gemini 4 Carbon (high) · Egyptian Temple · view 2 of 4 · score 0.779Gemini 4 Carbon (high) · Egyptian Temple · view 3 of 4 · score 0.779Gemini 4 Carbon (high) · Egyptian Temple · view 4 of 4 · score 0.779

European Street

0.667Detailed 0.811 · Overview 0.550 · Physical 0.875$2.44All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Gemini 4 Carbon (high) · European Street · view 1 of 4 · score 0.667Gemini 4 Carbon (high) · European Street · view 2 of 4 · score 0.667Gemini 4 Carbon (high) · European Street · view 3 of 4 · score 0.667Gemini 4 Carbon (high) · European Street · view 4 of 4 · score 0.667

Factory Environment

0.887Detailed 0.812 · Overview 0.874 · Physical 1.000$2.89All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Gemini 4 Carbon (high) · Factory Environment · view 1 of 4 · score 0.887Gemini 4 Carbon (high) · Factory Environment · view 2 of 4 · score 0.887Gemini 4 Carbon (high) · Factory Environment · view 3 of 4 · score 0.887Gemini 4 Carbon (high) · Factory Environment · view 4 of 4 · score 0.887

Hong Kong

0.835Detailed 0.711 · Overview 0.822 · Physical 1.000$9.42All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Gemini 4 Carbon (high) · Hong Kong · view 1 of 4 · score 0.835Gemini 4 Carbon (high) · Hong Kong · view 2 of 4 · score 0.835Gemini 4 Carbon (high) · Hong Kong · view 3 of 4 · score 0.835Gemini 4 Carbon (high) · Hong Kong · view 4 of 4 · score 0.835

House of Baeryeom

0.843Detailed 0.717 · Overview 0.833 · Physical 1.000$7.70All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Gemini 4 Carbon (high) · House of Baeryeom · view 1 of 4 · score 0.843Gemini 4 Carbon (high) · House of Baeryeom · view 2 of 4 · score 0.843Gemini 4 Carbon (high) · House of Baeryeom · view 3 of 4 · score 0.843Gemini 4 Carbon (high) · House of Baeryeom · view 4 of 4 · score 0.843

Medieval Big Farm Town

0.794Detailed 0.698 · Overview 0.757 · Physical 1.000$18.13All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Gemini 4 Carbon (high) · Medieval Big Farm Town · view 1 of 4 · score 0.794Gemini 4 Carbon (high) · Medieval Big Farm Town · view 2 of 4 · score 0.794Gemini 4 Carbon (high) · Medieval Big Farm Town · view 3 of 4 · score 0.794Gemini 4 Carbon (high) · Medieval Big Farm Town · view 4 of 4 · score 0.794

Medieval Buildings

0.827Detailed 0.732 · Overview 0.814 · Physical 0.962$5.04All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Gemini 4 Carbon (high) · Medieval Buildings · view 1 of 4 · score 0.827Gemini 4 Carbon (high) · Medieval Buildings · view 2 of 4 · score 0.827Gemini 4 Carbon (high) · Medieval Buildings · view 3 of 4 · score 0.827Gemini 4 Carbon (high) · Medieval Buildings · view 4 of 4 · score 0.827

Nordic Harbour

0.868Detailed 0.711 · Overview 0.877 · Physical 1.000$12.25All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Gemini 4 Carbon (high) · Nordic Harbour · view 1 of 4 · score 0.868Gemini 4 Carbon (high) · Nordic Harbour · view 2 of 4 · score 0.868Gemini 4 Carbon (high) · Nordic Harbour · view 3 of 4 · score 0.868Gemini 4 Carbon (high) · Nordic Harbour · view 4 of 4 · score 0.868

Paris

0.784Detailed 0.693 · Overview 0.780 · Physical 0.888$10.71All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Gemini 4 Carbon (high) · Paris · view 1 of 4 · score 0.784Gemini 4 Carbon (high) · Paris · view 2 of 4 · score 0.784Gemini 4 Carbon (high) · Paris · view 3 of 4 · score 0.784Gemini 4 Carbon (high) · Paris · view 4 of 4 · score 0.784

Post-Apocalyptic Stylized Market

0.767Detailed 0.609 · Overview 0.767 · Physical 0.928$1.88All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Gemini 4 Carbon (high) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.767Gemini 4 Carbon (high) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.767Gemini 4 Carbon (high) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.767Gemini 4 Carbon (high) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.767

Ruins

0.850Detailed 0.803 · Overview 0.815 · Physical 1.000$9.02All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Gemini 4 Carbon (high) · Ruins · view 1 of 4 · score 0.850Gemini 4 Carbon (high) · Ruins · view 2 of 4 · score 0.850Gemini 4 Carbon (high) · Ruins · view 3 of 4 · score 0.850Gemini 4 Carbon (high) · Ruins · view 4 of 4 · score 0.850

Sci-Fi Environment Offworld

0.847Detailed 0.837 · Overview 0.799 · Physical 1.000$2.80All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Gemini 4 Carbon (high) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.847Gemini 4 Carbon (high) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.847Gemini 4 Carbon (high) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.847Gemini 4 Carbon (high) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.847

New York Street

0.863Detailed 0.820 · Overview 0.832 · Physical 0.999$4.07All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Gemini 4 Carbon (high) · New York Street · view 1 of 4 · score 0.863Gemini 4 Carbon (high) · New York Street · view 2 of 4 · score 0.863Gemini 4 Carbon (high) · New York Street · view 3 of 4 · score 0.863Gemini 4 Carbon (high) · New York Street · view 4 of 4 · score 0.863

Stylized Elven Valley

0.857Detailed 0.949 · Overview 0.813 · Physical 0.898$2.90All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Gemini 4 Carbon (high) · Stylized Elven Valley · view 1 of 4 · score 0.857Gemini 4 Carbon (high) · Stylized Elven Valley · view 2 of 4 · score 0.857Gemini 4 Carbon (high) · Stylized Elven Valley · view 3 of 4 · score 0.857Gemini 4 Carbon (high) · Stylized Elven Valley · view 4 of 4 · score 0.857

Urban Decay

0.851Detailed 0.870 · Overview 0.795 · Physical 1.000$7.07All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Gemini 4 Carbon (high) · Urban Decay · view 1 of 4 · score 0.851Gemini 4 Carbon (high) · Urban Decay · view 2 of 4 · score 0.851Gemini 4 Carbon (high) · Urban Decay · view 3 of 4 · score 0.851Gemini 4 Carbon (high) · Urban Decay · view 4 of 4 · score 0.851

Winter Town

0.844Detailed 0.727 · Overview 0.832 · Physical 1.000$3.49All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Gemini 4 Carbon (high) · Winter Town · view 1 of 4 · score 0.844Gemini 4 Carbon (high) · Winter Town · view 2 of 4 · score 0.844Gemini 4 Carbon (high) · Winter Town · view 3 of 4 · score 0.844Gemini 4 Carbon (high) · Winter Town · view 4 of 4 · score 0.844
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+ + + + diff --git a/gallery/model/gemma-4-31b-thinking-off.html b/gallery/model/gemma-4-31b-thinking-off.html index ec1b7728d84c67fdbcadb2ca2f7828268c2c0f59..41348d168ede5ab43c0f5096e84b63147f4c835d 100644 --- a/gallery/model/gemma-4-31b-thinking-off.html +++ b/gallery/model/gemma-4-31b-thinking-off.html @@ -10,7 +10,7 @@
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Gemma 4 31B (thinking off)

Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank29 of 34
Score0.553
Detailed0.487
Overview0.507
Physical0.755
Median cost$0.04

Cost: self-hosted; cost = the token counts its agent logs, at Gemma 4 31B's OpenRouter list price ($0.20 input, $0.40 output per million).

Abandoned Psychiatric Hospital

0.540Detailed 0.385 · Overview 0.446 · Physical 0.975$0.06All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Gemma 4 31B (thinking off) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.540Gemma 4 31B (thinking off) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.540Gemma 4 31B (thinking off) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.540Gemma 4 31B (thinking off) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.540

Blue City

0.765Detailed 0.720 · Overview 0.723 · Physical 0.937$0.02All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Gemma 4 31B (thinking off) · Blue City · view 1 of 4 · score 0.765Gemma 4 31B (thinking off) · Blue City · view 2 of 4 · score 0.765Gemma 4 31B (thinking off) · Blue City · view 3 of 4 · score 0.765Gemma 4 31B (thinking off) · Blue City · view 4 of 4 · score 0.765

Castle River

0.372Detailed 0.334 · Overview 0.309 · Physical 0.596$0.03All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Gemma 4 31B (thinking off) · Castle River · view 1 of 4 · score 0.372Gemma 4 31B (thinking off) · Castle River · view 2 of 4 · score 0.372Gemma 4 31B (thinking off) · Castle River · view 3 of 4 · score 0.372Gemma 4 31B (thinking off) · Castle River · view 4 of 4 · score 0.372

Cyberpunk

0.619Detailed 0.482 · Overview 0.644 · Physical 0.681$0.03All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Gemma 4 31B (thinking off) · Cyberpunk · view 1 of 4 · score 0.619Gemma 4 31B (thinking off) · Cyberpunk · view 2 of 4 · score 0.619Gemma 4 31B (thinking off) · Cyberpunk · view 3 of 4 · score 0.619Gemma 4 31B (thinking off) · Cyberpunk · view 4 of 4 · score 0.619

Egyptian Temple

0.482Detailed 0.618 · Overview 0.327 · Physical 0.809$0.02All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Gemma 4 31B (thinking off) · Egyptian Temple · view 1 of 4 · score 0.482Gemma 4 31B (thinking off) · Egyptian Temple · view 2 of 4 · score 0.482Gemma 4 31B (thinking off) · Egyptian Temple · view 3 of 4 · score 0.482Gemma 4 31B (thinking off) · Egyptian Temple · view 4 of 4 · score 0.482

European Street

0.485Detailed 0.333 · Overview 0.399 · Physical 0.894$0.04All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Gemma 4 31B (thinking off) · European Street · view 1 of 4 · score 0.485Gemma 4 31B (thinking off) · European Street · view 2 of 4 · score 0.485Gemma 4 31B (thinking off) · European Street · view 3 of 4 · score 0.485Gemma 4 31B (thinking off) · European Street · view 4 of 4 · score 0.485

Factory Environment

0.781Detailed 0.765 · Overview 0.791 · Physical 0.765$0.04All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Gemma 4 31B (thinking off) · Factory Environment · view 1 of 4 · score 0.781Gemma 4 31B (thinking off) · Factory Environment · view 2 of 4 · score 0.781Gemma 4 31B (thinking off) · Factory Environment · view 3 of 4 · score 0.781Gemma 4 31B (thinking off) · Factory Environment · view 4 of 4 · score 0.781

Hong Kong

0.541Detailed 0.484 · Overview 0.575 · Physical 0.496$0.06All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Gemma 4 31B (thinking off) · Hong Kong · view 1 of 4 · score 0.541Gemma 4 31B (thinking off) · Hong Kong · view 2 of 4 · score 0.541Gemma 4 31B (thinking off) · Hong Kong · view 3 of 4 · score 0.541Gemma 4 31B (thinking off) · Hong Kong · view 4 of 4 · score 0.541

House of Baeryeom

0.578Detailed 0.584 · Overview 0.567 · Physical 0.605$0.04All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Gemma 4 31B (thinking off) · House of Baeryeom · view 1 of 4 · score 0.578Gemma 4 31B (thinking off) · House of Baeryeom · view 2 of 4 · score 0.578Gemma 4 31B (thinking off) · House of Baeryeom · view 3 of 4 · score 0.578Gemma 4 31B (thinking off) · House of Baeryeom · view 4 of 4 · score 0.578

Medieval Big Farm Town

0.358Detailed 0.326 · Overview 0.234 · Physical 0.763$0.05All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Gemma 4 31B (thinking off) · Medieval Big Farm Town · view 1 of 4 · score 0.358Gemma 4 31B (thinking off) · Medieval Big Farm Town · view 2 of 4 · score 0.358Gemma 4 31B (thinking off) · Medieval Big Farm Town · view 3 of 4 · score 0.358Gemma 4 31B (thinking off) · Medieval Big Farm Town · view 4 of 4 · score 0.358

Medieval Buildings

0.610Detailed 0.607 · Overview 0.543 · Physical 0.815$0.02All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Gemma 4 31B (thinking off) · Medieval Buildings · view 1 of 4 · score 0.610Gemma 4 31B (thinking off) · Medieval Buildings · view 2 of 4 · score 0.610Gemma 4 31B (thinking off) · Medieval Buildings · view 3 of 4 · score 0.610Gemma 4 31B (thinking off) · Medieval Buildings · view 4 of 4 · score 0.610

Nordic Harbour

0.348Detailed 0.139 · Overview 0.368 · Physical 0.500$0.02All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Gemma 4 31B (thinking off) · Nordic Harbour · view 1 of 4 · score 0.348Gemma 4 31B (thinking off) · Nordic Harbour · view 2 of 4 · score 0.348Gemma 4 31B (thinking off) · Nordic Harbour · view 3 of 4 · score 0.348Gemma 4 31B (thinking off) · Nordic Harbour · view 4 of 4 · score 0.348

Paris

0.560Detailed 0.357 · Overview 0.560 · Physical 0.761$0.04All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Gemma 4 31B (thinking off) · Paris · view 1 of 4 · score 0.560Gemma 4 31B (thinking off) · Paris · view 2 of 4 · score 0.560Gemma 4 31B (thinking off) · Paris · view 3 of 4 · score 0.560Gemma 4 31B (thinking off) · Paris · view 4 of 4 · score 0.560

Post-Apocalyptic Stylized Market

0.711Detailed 0.643 · Overview 0.667 · Physical 0.910$0.03All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Gemma 4 31B (thinking off) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.711Gemma 4 31B (thinking off) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.711Gemma 4 31B (thinking off) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.711Gemma 4 31B (thinking off) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.711

Ruins

0.519Detailed 0.494 · Overview 0.450 · Physical 0.749$0.04All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Gemma 4 31B (thinking off) · Ruins · view 1 of 4 · score 0.519Gemma 4 31B (thinking off) · Ruins · view 2 of 4 · score 0.519Gemma 4 31B (thinking off) · Ruins · view 3 of 4 · score 0.519Gemma 4 31B (thinking off) · Ruins · view 4 of 4 · score 0.519

Sci-Fi Environment Offworld

0.653Detailed 0.625 · Overview 0.619 · Physical 0.783$0.04All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Gemma 4 31B (thinking off) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.653Gemma 4 31B (thinking off) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.653Gemma 4 31B (thinking off) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.653Gemma 4 31B (thinking off) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.653

New York Street

0.615Detailed 0.490 · Overview 0.638 · Physical 0.671$0.03All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Gemma 4 31B (thinking off) · New York Street · view 1 of 4 · score 0.615Gemma 4 31B (thinking off) · New York Street · view 2 of 4 · score 0.615Gemma 4 31B (thinking off) · New York Street · view 3 of 4 · score 0.615Gemma 4 31B (thinking off) · New York Street · view 4 of 4 · score 0.615

Stylized Elven Valley

0.450Detailed 0.528 · Overview 0.353 · Physical 0.664$0.03All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Gemma 4 31B (thinking off) · Stylized Elven Valley · view 1 of 4 · score 0.450Gemma 4 31B (thinking off) · Stylized Elven Valley · view 2 of 4 · score 0.450Gemma 4 31B (thinking off) · Stylized Elven Valley · view 3 of 4 · score 0.450Gemma 4 31B (thinking off) · Stylized Elven Valley · view 4 of 4 · score 0.450

Urban Decay

0.740Detailed 0.603 · Overview 0.773 · Physical 0.779$0.04All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Gemma 4 31B (thinking off) · Urban Decay · view 1 of 4 · score 0.740Gemma 4 31B (thinking off) · Urban Decay · view 2 of 4 · score 0.740Gemma 4 31B (thinking off) · Urban Decay · view 3 of 4 · score 0.740Gemma 4 31B (thinking off) · Urban Decay · view 4 of 4 · score 0.740

Winter Town

0.327Detailed 0.223 · Overview 0.152 · Physical 0.958$0.04All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Gemma 4 31B (thinking off) · Winter Town · view 1 of 4 · score 0.327Gemma 4 31B (thinking off) · Winter Town · view 2 of 4 · score 0.327Gemma 4 31B (thinking off) · Winter Town · view 3 of 4 · score 0.327Gemma 4 31B (thinking off) · Winter Town · view 4 of 4 · score 0.327
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Gemma 4 31B (thinking off)

Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank30 of 35
Score0.553
Detailed0.487
Overview0.507
Physical0.755
Median cost$0.04

Cost: self-hosted; cost = the token counts its agent logs, at Gemma 4 31B's OpenRouter list price ($0.20 input, $0.40 output per million).

Abandoned Psychiatric Hospital

0.540Detailed 0.385 · Overview 0.446 · Physical 0.975$0.06All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Gemma 4 31B (thinking off) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.540Gemma 4 31B (thinking off) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.540Gemma 4 31B (thinking off) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.540Gemma 4 31B (thinking off) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.540

Blue City

0.765Detailed 0.720 · Overview 0.723 · Physical 0.937$0.02All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Gemma 4 31B (thinking off) · Blue City · view 1 of 4 · score 0.765Gemma 4 31B (thinking off) · Blue City · view 2 of 4 · score 0.765Gemma 4 31B (thinking off) · Blue City · view 3 of 4 · score 0.765Gemma 4 31B (thinking off) · Blue City · view 4 of 4 · score 0.765

Castle River

0.372Detailed 0.334 · Overview 0.309 · Physical 0.596$0.03All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Gemma 4 31B (thinking off) · Castle River · view 1 of 4 · score 0.372Gemma 4 31B (thinking off) · Castle River · view 2 of 4 · score 0.372Gemma 4 31B (thinking off) · Castle River · view 3 of 4 · score 0.372Gemma 4 31B (thinking off) · Castle River · view 4 of 4 · score 0.372

Cyberpunk

0.619Detailed 0.482 · Overview 0.644 · Physical 0.681$0.03All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Gemma 4 31B (thinking off) · Cyberpunk · view 1 of 4 · score 0.619Gemma 4 31B (thinking off) · Cyberpunk · view 2 of 4 · score 0.619Gemma 4 31B (thinking off) · Cyberpunk · view 3 of 4 · score 0.619Gemma 4 31B (thinking off) · Cyberpunk · view 4 of 4 · score 0.619

Egyptian Temple

0.482Detailed 0.618 · Overview 0.327 · Physical 0.809$0.02All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Gemma 4 31B (thinking off) · Egyptian Temple · view 1 of 4 · score 0.482Gemma 4 31B (thinking off) · Egyptian Temple · view 2 of 4 · score 0.482Gemma 4 31B (thinking off) · Egyptian Temple · view 3 of 4 · score 0.482Gemma 4 31B (thinking off) · Egyptian Temple · view 4 of 4 · score 0.482

European Street

0.485Detailed 0.333 · Overview 0.399 · Physical 0.894$0.04All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Gemma 4 31B (thinking off) · European Street · view 1 of 4 · score 0.485Gemma 4 31B (thinking off) · European Street · view 2 of 4 · score 0.485Gemma 4 31B (thinking off) · European Street · view 3 of 4 · score 0.485Gemma 4 31B (thinking off) · European Street · view 4 of 4 · score 0.485

Factory Environment

0.781Detailed 0.765 · Overview 0.791 · Physical 0.765$0.04All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Gemma 4 31B (thinking off) · Factory Environment · view 1 of 4 · score 0.781Gemma 4 31B (thinking off) · Factory Environment · view 2 of 4 · score 0.781Gemma 4 31B (thinking off) · Factory Environment · view 3 of 4 · score 0.781Gemma 4 31B (thinking off) · Factory Environment · view 4 of 4 · score 0.781

Hong Kong

0.541Detailed 0.484 · Overview 0.575 · Physical 0.496$0.06All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Gemma 4 31B (thinking off) · Hong Kong · view 1 of 4 · score 0.541Gemma 4 31B (thinking off) · Hong Kong · view 2 of 4 · score 0.541Gemma 4 31B (thinking off) · Hong Kong · view 3 of 4 · score 0.541Gemma 4 31B (thinking off) · Hong Kong · view 4 of 4 · score 0.541

House of Baeryeom

0.578Detailed 0.584 · Overview 0.567 · Physical 0.605$0.04All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Gemma 4 31B (thinking off) · House of Baeryeom · view 1 of 4 · score 0.578Gemma 4 31B (thinking off) · House of Baeryeom · view 2 of 4 · score 0.578Gemma 4 31B (thinking off) · House of Baeryeom · view 3 of 4 · score 0.578Gemma 4 31B (thinking off) · House of Baeryeom · view 4 of 4 · score 0.578

Medieval Big Farm Town

0.358Detailed 0.326 · Overview 0.234 · Physical 0.763$0.05All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Gemma 4 31B (thinking off) · Medieval Big Farm Town · view 1 of 4 · score 0.358Gemma 4 31B (thinking off) · Medieval Big Farm Town · view 2 of 4 · score 0.358Gemma 4 31B (thinking off) · Medieval Big Farm Town · view 3 of 4 · score 0.358Gemma 4 31B (thinking off) · Medieval Big Farm Town · view 4 of 4 · score 0.358

Medieval Buildings

0.610Detailed 0.607 · Overview 0.543 · Physical 0.815$0.02All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Gemma 4 31B (thinking off) · Medieval Buildings · view 1 of 4 · score 0.610Gemma 4 31B (thinking off) · Medieval Buildings · view 2 of 4 · score 0.610Gemma 4 31B (thinking off) · Medieval Buildings · view 3 of 4 · score 0.610Gemma 4 31B (thinking off) · Medieval Buildings · view 4 of 4 · score 0.610

Nordic Harbour

0.348Detailed 0.139 · Overview 0.368 · Physical 0.500$0.02All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Gemma 4 31B (thinking off) · Nordic Harbour · view 1 of 4 · score 0.348Gemma 4 31B (thinking off) · Nordic Harbour · view 2 of 4 · score 0.348Gemma 4 31B (thinking off) · Nordic Harbour · view 3 of 4 · score 0.348Gemma 4 31B (thinking off) · Nordic Harbour · view 4 of 4 · score 0.348

Paris

0.560Detailed 0.357 · Overview 0.560 · Physical 0.761$0.04All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Gemma 4 31B (thinking off) · Paris · view 1 of 4 · score 0.560Gemma 4 31B (thinking off) · Paris · view 2 of 4 · score 0.560Gemma 4 31B (thinking off) · Paris · view 3 of 4 · score 0.560Gemma 4 31B (thinking off) · Paris · view 4 of 4 · score 0.560

Post-Apocalyptic Stylized Market

0.711Detailed 0.643 · Overview 0.667 · Physical 0.910$0.03All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Gemma 4 31B (thinking off) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.711Gemma 4 31B (thinking off) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.711Gemma 4 31B (thinking off) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.711Gemma 4 31B (thinking off) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.711

Ruins

0.519Detailed 0.494 · Overview 0.450 · Physical 0.749$0.04All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Gemma 4 31B (thinking off) · Ruins · view 1 of 4 · score 0.519Gemma 4 31B (thinking off) · Ruins · view 2 of 4 · score 0.519Gemma 4 31B (thinking off) · Ruins · view 3 of 4 · score 0.519Gemma 4 31B (thinking off) · Ruins · view 4 of 4 · score 0.519

Sci-Fi Environment Offworld

0.653Detailed 0.625 · Overview 0.619 · Physical 0.783$0.04All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Gemma 4 31B (thinking off) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.653Gemma 4 31B (thinking off) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.653Gemma 4 31B (thinking off) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.653Gemma 4 31B (thinking off) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.653

New York Street

0.615Detailed 0.490 · Overview 0.638 · Physical 0.671$0.03All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Gemma 4 31B (thinking off) · New York Street · view 1 of 4 · score 0.615Gemma 4 31B (thinking off) · New York Street · view 2 of 4 · score 0.615Gemma 4 31B (thinking off) · New York Street · view 3 of 4 · score 0.615Gemma 4 31B (thinking off) · New York Street · view 4 of 4 · score 0.615

Stylized Elven Valley

0.450Detailed 0.528 · Overview 0.353 · Physical 0.664$0.03All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Gemma 4 31B (thinking off) · Stylized Elven Valley · view 1 of 4 · score 0.450Gemma 4 31B (thinking off) · Stylized Elven Valley · view 2 of 4 · score 0.450Gemma 4 31B (thinking off) · Stylized Elven Valley · view 3 of 4 · score 0.450Gemma 4 31B (thinking off) · Stylized Elven Valley · view 4 of 4 · score 0.450

Urban Decay

0.740Detailed 0.603 · Overview 0.773 · Physical 0.779$0.04All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Gemma 4 31B (thinking off) · Urban Decay · view 1 of 4 · score 0.740Gemma 4 31B (thinking off) · Urban Decay · view 2 of 4 · score 0.740Gemma 4 31B (thinking off) · Urban Decay · view 3 of 4 · score 0.740Gemma 4 31B (thinking off) · Urban Decay · view 4 of 4 · score 0.740

Winter Town

0.327Detailed 0.223 · Overview 0.152 · Physical 0.958$0.04All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Gemma 4 31B (thinking off) · Winter Town · view 1 of 4 · score 0.327Gemma 4 31B (thinking off) · Winter Town · view 2 of 4 · score 0.327Gemma 4 31B (thinking off) · Winter Town · view 3 of 4 · score 0.327Gemma 4 31B (thinking off) · Winter Town · view 4 of 4 · score 0.327
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Gemma 4 31B (thinking on)

Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank31 of 34
Score0.517
Detailed0.448
Overview0.469
Physical0.731
Median cost$0.06

Cost: self-hosted; cost = the token counts its agent logs, at Gemma 4 31B's OpenRouter list price ($0.20 input, $0.40 output per million).

Abandoned Psychiatric Hospital

0.449Detailed 0.419 · Overview 0.328 · Physical 0.841$0.05All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Gemma 4 31B (thinking on) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.449Gemma 4 31B (thinking on) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.449Gemma 4 31B (thinking on) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.449Gemma 4 31B (thinking on) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.449

Blue City

0.682Detailed 0.694 · Overview 0.695 · Physical 0.631$0.05All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Gemma 4 31B (thinking on) · Blue City · view 1 of 4 · score 0.682Gemma 4 31B (thinking on) · Blue City · view 2 of 4 · score 0.682Gemma 4 31B (thinking on) · Blue City · view 3 of 4 · score 0.682Gemma 4 31B (thinking on) · Blue City · view 4 of 4 · score 0.682

Castle River

0.463Detailed 0.332 · Overview 0.397 · Physical 0.791$0.04All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Gemma 4 31B (thinking on) · Castle River · view 1 of 4 · score 0.463Gemma 4 31B (thinking on) · Castle River · view 2 of 4 · score 0.463Gemma 4 31B (thinking on) · Castle River · view 3 of 4 · score 0.463Gemma 4 31B (thinking on) · Castle River · view 4 of 4 · score 0.463

Cyberpunk

0.559Detailed 0.275 · Overview 0.609 · Physical 0.695$0.07All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Gemma 4 31B (thinking on) · Cyberpunk · view 1 of 4 · score 0.559Gemma 4 31B (thinking on) · Cyberpunk · view 2 of 4 · score 0.559Gemma 4 31B (thinking on) · Cyberpunk · view 3 of 4 · score 0.559Gemma 4 31B (thinking on) · Cyberpunk · view 4 of 4 · score 0.559

Egyptian Temple

0.622Detailed 0.596 · Overview 0.587 · Physical 0.749$0.02All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Gemma 4 31B (thinking on) · Egyptian Temple · view 1 of 4 · score 0.622Gemma 4 31B (thinking on) · Egyptian Temple · view 2 of 4 · score 0.622Gemma 4 31B (thinking on) · Egyptian Temple · view 3 of 4 · score 0.622Gemma 4 31B (thinking on) · Egyptian Temple · view 4 of 4 · score 0.622

European Street

0.435Detailed 0.297 · Overview 0.351 · Physical 0.826$0.09All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Gemma 4 31B (thinking on) · European Street · view 1 of 4 · score 0.435Gemma 4 31B (thinking on) · European Street · view 2 of 4 · score 0.435Gemma 4 31B (thinking on) · European Street · view 3 of 4 · score 0.435Gemma 4 31B (thinking on) · European Street · view 4 of 4 · score 0.435

Factory Environment

0.760Detailed 0.759 · Overview 0.791 · Physical 0.668$0.06All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Gemma 4 31B (thinking on) · Factory Environment · view 1 of 4 · score 0.760Gemma 4 31B (thinking on) · Factory Environment · view 2 of 4 · score 0.760Gemma 4 31B (thinking on) · Factory Environment · view 3 of 4 · score 0.760Gemma 4 31B (thinking on) · Factory Environment · view 4 of 4 · score 0.760

Hong Kong

0.352Detailed 0.475 · Overview 0.293 · Physical 0.403$0.09All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Gemma 4 31B (thinking on) · Hong Kong · view 1 of 4 · score 0.352Gemma 4 31B (thinking on) · Hong Kong · view 2 of 4 · score 0.352Gemma 4 31B (thinking on) · Hong Kong · view 3 of 4 · score 0.352Gemma 4 31B (thinking on) · Hong Kong · view 4 of 4 · score 0.352

House of Baeryeom

0.445Detailed 0.618 · Overview 0.358 · Physical 0.533$0.06All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Gemma 4 31B (thinking on) · House of Baeryeom · view 1 of 4 · score 0.445Gemma 4 31B (thinking on) · House of Baeryeom · view 2 of 4 · score 0.445Gemma 4 31B (thinking on) · House of Baeryeom · view 3 of 4 · score 0.445Gemma 4 31B (thinking on) · House of Baeryeom · view 4 of 4 · score 0.445

Medieval Big Farm Town

0.397Detailed 0.310 · Overview 0.301 · Physical 0.771$0.04All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Gemma 4 31B (thinking on) · Medieval Big Farm Town · view 1 of 4 · score 0.397Gemma 4 31B (thinking on) · Medieval Big Farm Town · view 2 of 4 · score 0.397Gemma 4 31B (thinking on) · Medieval Big Farm Town · view 3 of 4 · score 0.397Gemma 4 31B (thinking on) · Medieval Big Farm Town · view 4 of 4 · score 0.397

Medieval Buildings

0.488Detailed 0.610 · Overview 0.358 · Physical 0.756$0.03All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Gemma 4 31B (thinking on) · Medieval Buildings · view 1 of 4 · score 0.488Gemma 4 31B (thinking on) · Medieval Buildings · view 2 of 4 · score 0.488Gemma 4 31B (thinking on) · Medieval Buildings · view 3 of 4 · score 0.488Gemma 4 31B (thinking on) · Medieval Buildings · view 4 of 4 · score 0.488

Nordic Harbour

0.618Detailed 0.305 · Overview 0.611 · Physical 0.951$0.04All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Gemma 4 31B (thinking on) · Nordic Harbour · view 1 of 4 · score 0.618Gemma 4 31B (thinking on) · Nordic Harbour · view 2 of 4 · score 0.618Gemma 4 31B (thinking on) · Nordic Harbour · view 3 of 4 · score 0.618Gemma 4 31B (thinking on) · Nordic Harbour · view 4 of 4 · score 0.618

Paris

0.284Detailed 0.134 · Overview 0.209 · Physical 0.656$0.10All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Gemma 4 31B (thinking on) · Paris · view 1 of 4 · score 0.284Gemma 4 31B (thinking on) · Paris · view 2 of 4 · score 0.284Gemma 4 31B (thinking on) · Paris · view 3 of 4 · score 0.284Gemma 4 31B (thinking on) · Paris · view 4 of 4 · score 0.284

Post-Apocalyptic Stylized Market

0.765Detailed 0.644 · Overview 0.790 · Physical 0.813$0.06All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Gemma 4 31B (thinking on) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.765Gemma 4 31B (thinking on) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.765Gemma 4 31B (thinking on) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.765Gemma 4 31B (thinking on) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.765

Ruins

0.274Detailed 0.150 · Overview 0.241 · Physical 0.496$0.04All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Gemma 4 31B (thinking on) · Ruins · view 1 of 4 · score 0.274Gemma 4 31B (thinking on) · Ruins · view 2 of 4 · score 0.274Gemma 4 31B (thinking on) · Ruins · view 3 of 4 · score 0.274Gemma 4 31B (thinking on) · Ruins · view 4 of 4 · score 0.274

Sci-Fi Environment Offworld

0.685Detailed 0.562 · Overview 0.632 · Physical 0.965$0.03All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Gemma 4 31B (thinking on) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.685Gemma 4 31B (thinking on) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.685Gemma 4 31B (thinking on) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.685Gemma 4 31B (thinking on) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.685

New York Street

0.688Detailed 0.616 · Overview 0.617 · Physical 0.973$0.08All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Gemma 4 31B (thinking on) · New York Street · view 1 of 4 · score 0.688Gemma 4 31B (thinking on) · New York Street · view 2 of 4 · score 0.688Gemma 4 31B (thinking on) · New York Street · view 3 of 4 · score 0.688Gemma 4 31B (thinking on) · New York Street · view 4 of 4 · score 0.688

Stylized Elven Valley

0.387Detailed 0.490 · Overview 0.314 · Physical 0.504$0.06All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Gemma 4 31B (thinking on) · Stylized Elven Valley · view 1 of 4 · score 0.387Gemma 4 31B (thinking on) · Stylized Elven Valley · view 2 of 4 · score 0.387Gemma 4 31B (thinking on) · Stylized Elven Valley · view 3 of 4 · score 0.387Gemma 4 31B (thinking on) · Stylized Elven Valley · view 4 of 4 · score 0.387

Urban Decay

0.505Detailed 0.324 · Overview 0.528 · Physical 0.617$0.25All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Gemma 4 31B (thinking on) · Urban Decay · view 1 of 4 · score 0.505Gemma 4 31B (thinking on) · Urban Decay · view 2 of 4 · score 0.505Gemma 4 31B (thinking on) · Urban Decay · view 3 of 4 · score 0.505Gemma 4 31B (thinking on) · Urban Decay · view 4 of 4 · score 0.505

Winter Town

0.487Detailed 0.341 · Overview 0.368 · Physical 0.990$0.07All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Gemma 4 31B (thinking on) · Winter Town · view 1 of 4 · score 0.487Gemma 4 31B (thinking on) · Winter Town · view 2 of 4 · score 0.487Gemma 4 31B (thinking on) · Winter Town · view 3 of 4 · score 0.487Gemma 4 31B (thinking on) · Winter Town · view 4 of 4 · score 0.487
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Gemma 4 31B (thinking on)

Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank32 of 35
Score0.517
Detailed0.448
Overview0.469
Physical0.731
Median cost$0.06

Cost: self-hosted; cost = the token counts its agent logs, at Gemma 4 31B's OpenRouter list price ($0.20 input, $0.40 output per million).

Abandoned Psychiatric Hospital

0.449Detailed 0.419 · Overview 0.328 · Physical 0.841$0.05All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Gemma 4 31B (thinking on) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.449Gemma 4 31B (thinking on) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.449Gemma 4 31B (thinking on) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.449Gemma 4 31B (thinking on) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.449

Blue City

0.682Detailed 0.694 · Overview 0.695 · Physical 0.631$0.05All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Gemma 4 31B (thinking on) · Blue City · view 1 of 4 · score 0.682Gemma 4 31B (thinking on) · Blue City · view 2 of 4 · score 0.682Gemma 4 31B (thinking on) · Blue City · view 3 of 4 · score 0.682Gemma 4 31B (thinking on) · Blue City · view 4 of 4 · score 0.682

Castle River

0.463Detailed 0.332 · Overview 0.397 · Physical 0.791$0.04All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Gemma 4 31B (thinking on) · Castle River · view 1 of 4 · score 0.463Gemma 4 31B (thinking on) · Castle River · view 2 of 4 · score 0.463Gemma 4 31B (thinking on) · Castle River · view 3 of 4 · score 0.463Gemma 4 31B (thinking on) · Castle River · view 4 of 4 · score 0.463

Cyberpunk

0.559Detailed 0.275 · Overview 0.609 · Physical 0.695$0.07All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Gemma 4 31B (thinking on) · Cyberpunk · view 1 of 4 · score 0.559Gemma 4 31B (thinking on) · Cyberpunk · view 2 of 4 · score 0.559Gemma 4 31B (thinking on) · Cyberpunk · view 3 of 4 · score 0.559Gemma 4 31B (thinking on) · Cyberpunk · view 4 of 4 · score 0.559

Egyptian Temple

0.622Detailed 0.596 · Overview 0.587 · Physical 0.749$0.02All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Gemma 4 31B (thinking on) · Egyptian Temple · view 1 of 4 · score 0.622Gemma 4 31B (thinking on) · Egyptian Temple · view 2 of 4 · score 0.622Gemma 4 31B (thinking on) · Egyptian Temple · view 3 of 4 · score 0.622Gemma 4 31B (thinking on) · Egyptian Temple · view 4 of 4 · score 0.622

European Street

0.435Detailed 0.297 · Overview 0.351 · Physical 0.826$0.09All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Gemma 4 31B (thinking on) · European Street · view 1 of 4 · score 0.435Gemma 4 31B (thinking on) · European Street · view 2 of 4 · score 0.435Gemma 4 31B (thinking on) · European Street · view 3 of 4 · score 0.435Gemma 4 31B (thinking on) · European Street · view 4 of 4 · score 0.435

Factory Environment

0.760Detailed 0.759 · Overview 0.791 · Physical 0.668$0.06All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Gemma 4 31B (thinking on) · Factory Environment · view 1 of 4 · score 0.760Gemma 4 31B (thinking on) · Factory Environment · view 2 of 4 · score 0.760Gemma 4 31B (thinking on) · Factory Environment · view 3 of 4 · score 0.760Gemma 4 31B (thinking on) · Factory Environment · view 4 of 4 · score 0.760

Hong Kong

0.352Detailed 0.475 · Overview 0.293 · Physical 0.403$0.09All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Gemma 4 31B (thinking on) · Hong Kong · view 1 of 4 · score 0.352Gemma 4 31B (thinking on) · Hong Kong · view 2 of 4 · score 0.352Gemma 4 31B (thinking on) · Hong Kong · view 3 of 4 · score 0.352Gemma 4 31B (thinking on) · Hong Kong · view 4 of 4 · score 0.352

House of Baeryeom

0.445Detailed 0.618 · Overview 0.358 · Physical 0.533$0.06All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Gemma 4 31B (thinking on) · House of Baeryeom · view 1 of 4 · score 0.445Gemma 4 31B (thinking on) · House of Baeryeom · view 2 of 4 · score 0.445Gemma 4 31B (thinking on) · House of Baeryeom · view 3 of 4 · score 0.445Gemma 4 31B (thinking on) · House of Baeryeom · view 4 of 4 · score 0.445

Medieval Big Farm Town

0.397Detailed 0.310 · Overview 0.301 · Physical 0.771$0.04All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Gemma 4 31B (thinking on) · Medieval Big Farm Town · view 1 of 4 · score 0.397Gemma 4 31B (thinking on) · Medieval Big Farm Town · view 2 of 4 · score 0.397Gemma 4 31B (thinking on) · Medieval Big Farm Town · view 3 of 4 · score 0.397Gemma 4 31B (thinking on) · Medieval Big Farm Town · view 4 of 4 · score 0.397

Medieval Buildings

0.488Detailed 0.610 · Overview 0.358 · Physical 0.756$0.03All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Gemma 4 31B (thinking on) · Medieval Buildings · view 1 of 4 · score 0.488Gemma 4 31B (thinking on) · Medieval Buildings · view 2 of 4 · score 0.488Gemma 4 31B (thinking on) · Medieval Buildings · view 3 of 4 · score 0.488Gemma 4 31B (thinking on) · Medieval Buildings · view 4 of 4 · score 0.488

Nordic Harbour

0.618Detailed 0.305 · Overview 0.611 · Physical 0.951$0.04All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Gemma 4 31B (thinking on) · Nordic Harbour · view 1 of 4 · score 0.618Gemma 4 31B (thinking on) · Nordic Harbour · view 2 of 4 · score 0.618Gemma 4 31B (thinking on) · Nordic Harbour · view 3 of 4 · score 0.618Gemma 4 31B (thinking on) · Nordic Harbour · view 4 of 4 · score 0.618

Paris

0.284Detailed 0.134 · Overview 0.209 · Physical 0.656$0.10All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Gemma 4 31B (thinking on) · Paris · view 1 of 4 · score 0.284Gemma 4 31B (thinking on) · Paris · view 2 of 4 · score 0.284Gemma 4 31B (thinking on) · Paris · view 3 of 4 · score 0.284Gemma 4 31B (thinking on) · Paris · view 4 of 4 · score 0.284

Post-Apocalyptic Stylized Market

0.765Detailed 0.644 · Overview 0.790 · Physical 0.813$0.06All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Gemma 4 31B (thinking on) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.765Gemma 4 31B (thinking on) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.765Gemma 4 31B (thinking on) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.765Gemma 4 31B (thinking on) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.765

Ruins

0.274Detailed 0.150 · Overview 0.241 · Physical 0.496$0.04All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Gemma 4 31B (thinking on) · Ruins · view 1 of 4 · score 0.274Gemma 4 31B (thinking on) · Ruins · view 2 of 4 · score 0.274Gemma 4 31B (thinking on) · Ruins · view 3 of 4 · score 0.274Gemma 4 31B (thinking on) · Ruins · view 4 of 4 · score 0.274

Sci-Fi Environment Offworld

0.685Detailed 0.562 · Overview 0.632 · Physical 0.965$0.03All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Gemma 4 31B (thinking on) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.685Gemma 4 31B (thinking on) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.685Gemma 4 31B (thinking on) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.685Gemma 4 31B (thinking on) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.685

New York Street

0.688Detailed 0.616 · Overview 0.617 · Physical 0.973$0.08All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Gemma 4 31B (thinking on) · New York Street · view 1 of 4 · score 0.688Gemma 4 31B (thinking on) · New York Street · view 2 of 4 · score 0.688Gemma 4 31B (thinking on) · New York Street · view 3 of 4 · score 0.688Gemma 4 31B (thinking on) · New York Street · view 4 of 4 · score 0.688

Stylized Elven Valley

0.387Detailed 0.490 · Overview 0.314 · Physical 0.504$0.06All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Gemma 4 31B (thinking on) · Stylized Elven Valley · view 1 of 4 · score 0.387Gemma 4 31B (thinking on) · Stylized Elven Valley · view 2 of 4 · score 0.387Gemma 4 31B (thinking on) · Stylized Elven Valley · view 3 of 4 · score 0.387Gemma 4 31B (thinking on) · Stylized Elven Valley · view 4 of 4 · score 0.387

Urban Decay

0.505Detailed 0.324 · Overview 0.528 · Physical 0.617$0.25All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Gemma 4 31B (thinking on) · Urban Decay · view 1 of 4 · score 0.505Gemma 4 31B (thinking on) · Urban Decay · view 2 of 4 · score 0.505Gemma 4 31B (thinking on) · Urban Decay · view 3 of 4 · score 0.505Gemma 4 31B (thinking on) · Urban Decay · view 4 of 4 · score 0.505

Winter Town

0.487Detailed 0.341 · Overview 0.368 · Physical 0.990$0.07All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Gemma 4 31B (thinking on) · Winter Town · view 1 of 4 · score 0.487Gemma 4 31B (thinking on) · Winter Town · view 2 of 4 · score 0.487Gemma 4 31B (thinking on) · Winter Town · view 3 of 4 · score 0.487Gemma 4 31B (thinking on) · Winter Town · view 4 of 4 · score 0.487
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GLM-5.3 Flash (max)

Z.ai · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank22 of 34
Score0.663
Detailed0.613
Overview0.668
Physical0.699
Median cost$0.94

Abandoned Psychiatric Hospital

0.636Detailed 0.529 · Overview 0.633 · Physical 0.750$0.72All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.636GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.636GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.636GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.636

Blue City

0.664Detailed 0.657 · Overview 0.596 · Physical 0.875$0.46All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GLM-5.3 Flash (max) · Blue City · view 1 of 4 · score 0.664GLM-5.3 Flash (max) · Blue City · view 2 of 4 · score 0.664GLM-5.3 Flash (max) · Blue City · view 3 of 4 · score 0.664GLM-5.3 Flash (max) · Blue City · view 4 of 4 · score 0.664

Castle River

0.632Detailed 0.447 · Overview 0.673 · Physical 0.693$1.38All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GLM-5.3 Flash (max) · Castle River · view 1 of 4 · score 0.632GLM-5.3 Flash (max) · Castle River · view 2 of 4 · score 0.632GLM-5.3 Flash (max) · Castle River · view 3 of 4 · score 0.632GLM-5.3 Flash (max) · Castle River · view 4 of 4 · score 0.632

Cyberpunk

0.709Detailed 0.526 · Overview 0.824 · Physical 0.546$0.53All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GLM-5.3 Flash (max) · Cyberpunk · view 1 of 4 · score 0.709GLM-5.3 Flash (max) · Cyberpunk · view 2 of 4 · score 0.709GLM-5.3 Flash (max) · Cyberpunk · view 3 of 4 · score 0.709GLM-5.3 Flash (max) · Cyberpunk · view 4 of 4 · score 0.709

Egyptian Temple

0.471Detailed 0.480 · Overview 0.459 · Physical 0.498$0.69All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GLM-5.3 Flash (max) · Egyptian Temple · view 1 of 4 · score 0.471GLM-5.3 Flash (max) · Egyptian Temple · view 2 of 4 · score 0.471GLM-5.3 Flash (max) · Egyptian Temple · view 3 of 4 · score 0.471GLM-5.3 Flash (max) · Egyptian Temple · view 4 of 4 · score 0.471

European Street

0.611Detailed 0.417 · Overview 0.585 · Physical 0.883$1.74All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GLM-5.3 Flash (max) · European Street · view 1 of 4 · score 0.611GLM-5.3 Flash (max) · European Street · view 2 of 4 · score 0.611GLM-5.3 Flash (max) · European Street · view 3 of 4 · score 0.611GLM-5.3 Flash (max) · European Street · view 4 of 4 · score 0.611

Factory Environment

0.847Detailed 0.873 · Overview 0.791 · Physical 0.990$0.39All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GLM-5.3 Flash (max) · Factory Environment · view 1 of 4 · score 0.847GLM-5.3 Flash (max) · Factory Environment · view 2 of 4 · score 0.847GLM-5.3 Flash (max) · Factory Environment · view 3 of 4 · score 0.847GLM-5.3 Flash (max) · Factory Environment · view 4 of 4 · score 0.847

Hong Kong

0.586Detailed 0.579 · Overview 0.656 · Physical 0.384$1.70All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GLM-5.3 Flash (max) · Hong Kong · view 1 of 4 · score 0.586GLM-5.3 Flash (max) · Hong Kong · view 2 of 4 · score 0.586GLM-5.3 Flash (max) · Hong Kong · view 3 of 4 · score 0.586GLM-5.3 Flash (max) · Hong Kong · view 4 of 4 · score 0.586

House of Baeryeom

0.697Detailed 0.686 · Overview 0.762 · Physical 0.509$0.79All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GLM-5.3 Flash (max) · House of Baeryeom · view 1 of 4 · score 0.697GLM-5.3 Flash (max) · House of Baeryeom · view 2 of 4 · score 0.697GLM-5.3 Flash (max) · House of Baeryeom · view 3 of 4 · score 0.697GLM-5.3 Flash (max) · House of Baeryeom · view 4 of 4 · score 0.697

Medieval Big Farm Town

0.653Detailed 0.723 · Overview 0.577 · Physical 0.808$1.47All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GLM-5.3 Flash (max) · Medieval Big Farm Town · view 1 of 4 · score 0.653GLM-5.3 Flash (max) · Medieval Big Farm Town · view 2 of 4 · score 0.653GLM-5.3 Flash (max) · Medieval Big Farm Town · view 3 of 4 · score 0.653GLM-5.3 Flash (max) · Medieval Big Farm Town · view 4 of 4 · score 0.653

Medieval Buildings

0.568Detailed 0.562 · Overview 0.535 · Physical 0.672$0.40All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GLM-5.3 Flash (max) · Medieval Buildings · view 1 of 4 · score 0.568GLM-5.3 Flash (max) · Medieval Buildings · view 2 of 4 · score 0.568GLM-5.3 Flash (max) · Medieval Buildings · view 3 of 4 · score 0.568GLM-5.3 Flash (max) · Medieval Buildings · view 4 of 4 · score 0.568

Nordic Harbour

0.841Detailed 0.723 · Overview 0.870 · Physical 0.874$1.33All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GLM-5.3 Flash (max) · Nordic Harbour · view 1 of 4 · score 0.841GLM-5.3 Flash (max) · Nordic Harbour · view 2 of 4 · score 0.841GLM-5.3 Flash (max) · Nordic Harbour · view 3 of 4 · score 0.841GLM-5.3 Flash (max) · Nordic Harbour · view 4 of 4 · score 0.841

Paris

0.576Detailed 0.529 · Overview 0.612 · Physical 0.513$2.14All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GLM-5.3 Flash (max) · Paris · view 1 of 4 · score 0.576GLM-5.3 Flash (max) · Paris · view 2 of 4 · score 0.576GLM-5.3 Flash (max) · Paris · view 3 of 4 · score 0.576GLM-5.3 Flash (max) · Paris · view 4 of 4 · score 0.576

Post-Apocalyptic Stylized Market

0.771Detailed 0.719 · Overview 0.755 · Physical 0.869$0.77All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.771GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.771GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.771GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.771

Ruins

0.514Detailed 0.525 · Overview 0.477 · Physical 0.615$0.96All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GLM-5.3 Flash (max) · Ruins · view 1 of 4 · score 0.514GLM-5.3 Flash (max) · Ruins · view 2 of 4 · score 0.514GLM-5.3 Flash (max) · Ruins · view 3 of 4 · score 0.514GLM-5.3 Flash (max) · Ruins · view 4 of 4 · score 0.514

Sci-Fi Environment Offworld

0.766Detailed 0.787 · Overview 0.767 · Physical 0.740$0.23All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.766GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.766GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.766GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.766

New York Street

0.699Detailed 0.638 · Overview 0.712 · Physical 0.721$1.37All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GLM-5.3 Flash (max) · New York Street · view 1 of 4 · score 0.699GLM-5.3 Flash (max) · New York Street · view 2 of 4 · score 0.699GLM-5.3 Flash (max) · New York Street · view 3 of 4 · score 0.699GLM-5.3 Flash (max) · New York Street · view 4 of 4 · score 0.699

Stylized Elven Valley

0.641Detailed 0.837 · Overview 0.580 · Physical 0.632$0.97All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GLM-5.3 Flash (max) · Stylized Elven Valley · view 1 of 4 · score 0.641GLM-5.3 Flash (max) · Stylized Elven Valley · view 2 of 4 · score 0.641GLM-5.3 Flash (max) · Stylized Elven Valley · view 3 of 4 · score 0.641GLM-5.3 Flash (max) · Stylized Elven Valley · view 4 of 4 · score 0.641

Urban Decay

0.712Detailed 0.486 · Overview 0.840 · Physical 0.550$1.09All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GLM-5.3 Flash (max) · Urban Decay · view 1 of 4 · score 0.712GLM-5.3 Flash (max) · Urban Decay · view 2 of 4 · score 0.712GLM-5.3 Flash (max) · Urban Decay · view 3 of 4 · score 0.712GLM-5.3 Flash (max) · Urban Decay · view 4 of 4 · score 0.712

Winter Town

0.675Detailed 0.542 · Overview 0.661 · Physical 0.848$0.91All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GLM-5.3 Flash (max) · Winter Town · view 1 of 4 · score 0.675GLM-5.3 Flash (max) · Winter Town · view 2 of 4 · score 0.675GLM-5.3 Flash (max) · Winter Town · view 3 of 4 · score 0.675GLM-5.3 Flash (max) · Winter Town · view 4 of 4 · score 0.675
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GLM-5.3 Flash (max)

Z.ai · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank23 of 35
Score0.663
Detailed0.613
Overview0.668
Physical0.699
Median cost$0.94

Abandoned Psychiatric Hospital

0.636Detailed 0.529 · Overview 0.633 · Physical 0.750$0.72All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.636GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.636GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.636GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.636

Blue City

0.664Detailed 0.657 · Overview 0.596 · Physical 0.875$0.46All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GLM-5.3 Flash (max) · Blue City · view 1 of 4 · score 0.664GLM-5.3 Flash (max) · Blue City · view 2 of 4 · score 0.664GLM-5.3 Flash (max) · Blue City · view 3 of 4 · score 0.664GLM-5.3 Flash (max) · Blue City · view 4 of 4 · score 0.664

Castle River

0.632Detailed 0.447 · Overview 0.673 · Physical 0.693$1.38All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GLM-5.3 Flash (max) · Castle River · view 1 of 4 · score 0.632GLM-5.3 Flash (max) · Castle River · view 2 of 4 · score 0.632GLM-5.3 Flash (max) · Castle River · view 3 of 4 · score 0.632GLM-5.3 Flash (max) · Castle River · view 4 of 4 · score 0.632

Cyberpunk

0.709Detailed 0.526 · Overview 0.824 · Physical 0.546$0.53All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GLM-5.3 Flash (max) · Cyberpunk · view 1 of 4 · score 0.709GLM-5.3 Flash (max) · Cyberpunk · view 2 of 4 · score 0.709GLM-5.3 Flash (max) · Cyberpunk · view 3 of 4 · score 0.709GLM-5.3 Flash (max) · Cyberpunk · view 4 of 4 · score 0.709

Egyptian Temple

0.471Detailed 0.480 · Overview 0.459 · Physical 0.498$0.69All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GLM-5.3 Flash (max) · Egyptian Temple · view 1 of 4 · score 0.471GLM-5.3 Flash (max) · Egyptian Temple · view 2 of 4 · score 0.471GLM-5.3 Flash (max) · Egyptian Temple · view 3 of 4 · score 0.471GLM-5.3 Flash (max) · Egyptian Temple · view 4 of 4 · score 0.471

European Street

0.611Detailed 0.417 · Overview 0.585 · Physical 0.883$1.74All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GLM-5.3 Flash (max) · European Street · view 1 of 4 · score 0.611GLM-5.3 Flash (max) · European Street · view 2 of 4 · score 0.611GLM-5.3 Flash (max) · European Street · view 3 of 4 · score 0.611GLM-5.3 Flash (max) · European Street · view 4 of 4 · score 0.611

Factory Environment

0.847Detailed 0.873 · Overview 0.791 · Physical 0.990$0.39All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GLM-5.3 Flash (max) · Factory Environment · view 1 of 4 · score 0.847GLM-5.3 Flash (max) · Factory Environment · view 2 of 4 · score 0.847GLM-5.3 Flash (max) · Factory Environment · view 3 of 4 · score 0.847GLM-5.3 Flash (max) · Factory Environment · view 4 of 4 · score 0.847

Hong Kong

0.586Detailed 0.579 · Overview 0.656 · Physical 0.384$1.70All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GLM-5.3 Flash (max) · Hong Kong · view 1 of 4 · score 0.586GLM-5.3 Flash (max) · Hong Kong · view 2 of 4 · score 0.586GLM-5.3 Flash (max) · Hong Kong · view 3 of 4 · score 0.586GLM-5.3 Flash (max) · Hong Kong · view 4 of 4 · score 0.586

House of Baeryeom

0.697Detailed 0.686 · Overview 0.762 · Physical 0.509$0.79All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GLM-5.3 Flash (max) · House of Baeryeom · view 1 of 4 · score 0.697GLM-5.3 Flash (max) · House of Baeryeom · view 2 of 4 · score 0.697GLM-5.3 Flash (max) · House of Baeryeom · view 3 of 4 · score 0.697GLM-5.3 Flash (max) · House of Baeryeom · view 4 of 4 · score 0.697

Medieval Big Farm Town

0.653Detailed 0.723 · Overview 0.577 · Physical 0.808$1.47All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GLM-5.3 Flash (max) · Medieval Big Farm Town · view 1 of 4 · score 0.653GLM-5.3 Flash (max) · Medieval Big Farm Town · view 2 of 4 · score 0.653GLM-5.3 Flash (max) · Medieval Big Farm Town · view 3 of 4 · score 0.653GLM-5.3 Flash (max) · Medieval Big Farm Town · view 4 of 4 · score 0.653

Medieval Buildings

0.568Detailed 0.562 · Overview 0.535 · Physical 0.672$0.40All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GLM-5.3 Flash (max) · Medieval Buildings · view 1 of 4 · score 0.568GLM-5.3 Flash (max) · Medieval Buildings · view 2 of 4 · score 0.568GLM-5.3 Flash (max) · Medieval Buildings · view 3 of 4 · score 0.568GLM-5.3 Flash (max) · Medieval Buildings · view 4 of 4 · score 0.568

Nordic Harbour

0.841Detailed 0.723 · Overview 0.870 · Physical 0.874$1.33All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GLM-5.3 Flash (max) · Nordic Harbour · view 1 of 4 · score 0.841GLM-5.3 Flash (max) · Nordic Harbour · view 2 of 4 · score 0.841GLM-5.3 Flash (max) · Nordic Harbour · view 3 of 4 · score 0.841GLM-5.3 Flash (max) · Nordic Harbour · view 4 of 4 · score 0.841

Paris

0.576Detailed 0.529 · Overview 0.612 · Physical 0.513$2.14All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GLM-5.3 Flash (max) · Paris · view 1 of 4 · score 0.576GLM-5.3 Flash (max) · Paris · view 2 of 4 · score 0.576GLM-5.3 Flash (max) · Paris · view 3 of 4 · score 0.576GLM-5.3 Flash (max) · Paris · view 4 of 4 · score 0.576

Post-Apocalyptic Stylized Market

0.771Detailed 0.719 · Overview 0.755 · Physical 0.869$0.77All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.771GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.771GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.771GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.771

Ruins

0.514Detailed 0.525 · Overview 0.477 · Physical 0.615$0.96All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GLM-5.3 Flash (max) · Ruins · view 1 of 4 · score 0.514GLM-5.3 Flash (max) · Ruins · view 2 of 4 · score 0.514GLM-5.3 Flash (max) · Ruins · view 3 of 4 · score 0.514GLM-5.3 Flash (max) · Ruins · view 4 of 4 · score 0.514

Sci-Fi Environment Offworld

0.766Detailed 0.787 · Overview 0.767 · Physical 0.740$0.23All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.766GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.766GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.766GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.766

New York Street

0.699Detailed 0.638 · Overview 0.712 · Physical 0.721$1.37All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GLM-5.3 Flash (max) · New York Street · view 1 of 4 · score 0.699GLM-5.3 Flash (max) · New York Street · view 2 of 4 · score 0.699GLM-5.3 Flash (max) · New York Street · view 3 of 4 · score 0.699GLM-5.3 Flash (max) · New York Street · view 4 of 4 · score 0.699

Stylized Elven Valley

0.641Detailed 0.837 · Overview 0.580 · Physical 0.632$0.97All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GLM-5.3 Flash (max) · Stylized Elven Valley · view 1 of 4 · score 0.641GLM-5.3 Flash (max) · Stylized Elven Valley · view 2 of 4 · score 0.641GLM-5.3 Flash (max) · Stylized Elven Valley · view 3 of 4 · score 0.641GLM-5.3 Flash (max) · Stylized Elven Valley · view 4 of 4 · score 0.641

Urban Decay

0.712Detailed 0.486 · Overview 0.840 · Physical 0.550$1.09All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GLM-5.3 Flash (max) · Urban Decay · view 1 of 4 · score 0.712GLM-5.3 Flash (max) · Urban Decay · view 2 of 4 · score 0.712GLM-5.3 Flash (max) · Urban Decay · view 3 of 4 · score 0.712GLM-5.3 Flash (max) · Urban Decay · view 4 of 4 · score 0.712

Winter Town

0.675Detailed 0.542 · Overview 0.661 · Physical 0.848$0.91All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GLM-5.3 Flash (max) · Winter Town · view 1 of 4 · score 0.675GLM-5.3 Flash (max) · Winter Town · view 2 of 4 · score 0.675GLM-5.3 Flash (max) · Winter Town · view 3 of 4 · score 0.675GLM-5.3 Flash (max) · Winter Town · view 4 of 4 · score 0.675
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GPT-5.6 Luna (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank25 of 34
Score0.630
Detailed0.585
Overview0.604
Physical0.750
Median cost$0.16

Abandoned Psychiatric Hospital

0.584Detailed 0.441 · Overview 0.531 · Physical 0.888$0.22All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-5.6 Luna (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.584GPT-5.6 Luna (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.584GPT-5.6 Luna (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.584GPT-5.6 Luna (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.584

Blue City

0.429Detailed 0.344 · Overview 0.360 · Physical 0.722$0.09All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-5.6 Luna (max) · Blue City · view 1 of 4 · score 0.429GPT-5.6 Luna (max) · Blue City · view 2 of 4 · score 0.429GPT-5.6 Luna (max) · Blue City · view 3 of 4 · score 0.429GPT-5.6 Luna (max) · Blue City · view 4 of 4 · score 0.429

Castle River

0.532Detailed 0.461 · Overview 0.499 · Physical 0.700$0.16All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-5.6 Luna (max) · Castle River · view 1 of 4 · score 0.532GPT-5.6 Luna (max) · Castle River · view 2 of 4 · score 0.532GPT-5.6 Luna (max) · Castle River · view 3 of 4 · score 0.532GPT-5.6 Luna (max) · Castle River · view 4 of 4 · score 0.532

Cyberpunk

0.672Detailed 0.517 · Overview 0.723 · Physical 0.675$0.16All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-5.6 Luna (max) · Cyberpunk · view 1 of 4 · score 0.672GPT-5.6 Luna (max) · Cyberpunk · view 2 of 4 · score 0.672GPT-5.6 Luna (max) · Cyberpunk · view 3 of 4 · score 0.672GPT-5.6 Luna (max) · Cyberpunk · view 4 of 4 · score 0.672

Egyptian Temple

0.650Detailed 0.789 · Overview 0.697 · Physical 0.370$0.17All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-5.6 Luna (max) · Egyptian Temple · view 1 of 4 · score 0.650GPT-5.6 Luna (max) · Egyptian Temple · view 2 of 4 · score 0.650GPT-5.6 Luna (max) · Egyptian Temple · view 3 of 4 · score 0.650GPT-5.6 Luna (max) · Egyptian Temple · view 4 of 4 · score 0.650

European Street

0.758Detailed 0.609 · Overview 0.766 · Physical 0.882$0.22All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-5.6 Luna (max) · European Street · view 1 of 4 · score 0.758GPT-5.6 Luna (max) · European Street · view 2 of 4 · score 0.758GPT-5.6 Luna (max) · European Street · view 3 of 4 · score 0.758GPT-5.6 Luna (max) · European Street · view 4 of 4 · score 0.758

Factory Environment

0.808Detailed 0.767 · Overview 0.793 · Physical 0.892$0.08All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-5.6 Luna (max) · Factory Environment · view 1 of 4 · score 0.808GPT-5.6 Luna (max) · Factory Environment · view 2 of 4 · score 0.808GPT-5.6 Luna (max) · Factory Environment · view 3 of 4 · score 0.808GPT-5.6 Luna (max) · Factory Environment · view 4 of 4 · score 0.808

Hong Kong

0.823Detailed 0.850 · Overview 0.871 · Physical 0.652$0.15All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-5.6 Luna (max) · Hong Kong · view 1 of 4 · score 0.823GPT-5.6 Luna (max) · Hong Kong · view 2 of 4 · score 0.823GPT-5.6 Luna (max) · Hong Kong · view 3 of 4 · score 0.823GPT-5.6 Luna (max) · Hong Kong · view 4 of 4 · score 0.823

House of Baeryeom

0.738Detailed 0.630 · Overview 0.843 · Physical 0.529$0.15All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-5.6 Luna (max) · House of Baeryeom · view 1 of 4 · score 0.738GPT-5.6 Luna (max) · House of Baeryeom · view 2 of 4 · score 0.738GPT-5.6 Luna (max) · House of Baeryeom · view 3 of 4 · score 0.738GPT-5.6 Luna (max) · House of Baeryeom · view 4 of 4 · score 0.738

Medieval Big Farm Town

0.666Detailed 0.568 · Overview 0.640 · Physical 0.839$0.13All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-5.6 Luna (max) · Medieval Big Farm Town · view 1 of 4 · score 0.666GPT-5.6 Luna (max) · Medieval Big Farm Town · view 2 of 4 · score 0.666GPT-5.6 Luna (max) · Medieval Big Farm Town · view 3 of 4 · score 0.666GPT-5.6 Luna (max) · Medieval Big Farm Town · view 4 of 4 · score 0.666

Medieval Buildings

0.694Detailed 0.551 · Overview 0.695 · Physical 0.836$0.24All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-5.6 Luna (max) · Medieval Buildings · view 1 of 4 · score 0.694GPT-5.6 Luna (max) · Medieval Buildings · view 2 of 4 · score 0.694GPT-5.6 Luna (max) · Medieval Buildings · view 3 of 4 · score 0.694GPT-5.6 Luna (max) · Medieval Buildings · view 4 of 4 · score 0.694

Nordic Harbour

0.769Detailed 0.679 · Overview 0.794 · Physical 0.787$0.16All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-5.6 Luna (max) · Nordic Harbour · view 1 of 4 · score 0.769GPT-5.6 Luna (max) · Nordic Harbour · view 2 of 4 · score 0.769GPT-5.6 Luna (max) · Nordic Harbour · view 3 of 4 · score 0.769GPT-5.6 Luna (max) · Nordic Harbour · view 4 of 4 · score 0.769

Paris

0.376Detailed 0.460 · Overview 0.271 · Physical 0.607$0.17All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-5.6 Luna (max) · Paris · view 1 of 4 · score 0.376GPT-5.6 Luna (max) · Paris · view 2 of 4 · score 0.376GPT-5.6 Luna (max) · Paris · view 3 of 4 · score 0.376GPT-5.6 Luna (max) · Paris · view 4 of 4 · score 0.376

Post-Apocalyptic Stylized Market

0.584Detailed 0.654 · Overview 0.478 · Physical 0.833$0.16All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-5.6 Luna (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.584GPT-5.6 Luna (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.584GPT-5.6 Luna (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.584GPT-5.6 Luna (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.584

Ruins

0.608Detailed 0.435 · Overview 0.585 · Physical 0.854$0.14All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-5.6 Luna (max) · Ruins · view 1 of 4 · score 0.608GPT-5.6 Luna (max) · Ruins · view 2 of 4 · score 0.608GPT-5.6 Luna (max) · Ruins · view 3 of 4 · score 0.608GPT-5.6 Luna (max) · Ruins · view 4 of 4 · score 0.608

Sci-Fi Environment Offworld

0.658Detailed 0.700 · Overview 0.540 · Physical 0.967$0.11All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-5.6 Luna (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.658GPT-5.6 Luna (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.658GPT-5.6 Luna (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.658GPT-5.6 Luna (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.658

New York Street

0.609Detailed 0.557 · Overview 0.516 · Physical 0.940$0.16All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-5.6 Luna (max) · New York Street · view 1 of 4 · score 0.609GPT-5.6 Luna (max) · New York Street · view 2 of 4 · score 0.609GPT-5.6 Luna (max) · New York Street · view 3 of 4 · score 0.609GPT-5.6 Luna (max) · New York Street · view 4 of 4 · score 0.609

Stylized Elven Valley

0.723Detailed 0.799 · Overview 0.664 · Physical 0.825$0.13All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-5.6 Luna (max) · Stylized Elven Valley · view 1 of 4 · score 0.723GPT-5.6 Luna (max) · Stylized Elven Valley · view 2 of 4 · score 0.723GPT-5.6 Luna (max) · Stylized Elven Valley · view 3 of 4 · score 0.723GPT-5.6 Luna (max) · Stylized Elven Valley · view 4 of 4 · score 0.723

Urban Decay

0.464Detailed 0.469 · Overview 0.426 · Physical 0.573$0.28All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-5.6 Luna (max) · Urban Decay · view 1 of 4 · score 0.464GPT-5.6 Luna (max) · Urban Decay · view 2 of 4 · score 0.464GPT-5.6 Luna (max) · Urban Decay · view 3 of 4 · score 0.464GPT-5.6 Luna (max) · Urban Decay · view 4 of 4 · score 0.464

Winter Town

0.446Detailed 0.430 · Overview 0.387 · Physical 0.640$0.12All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-5.6 Luna (max) · Winter Town · view 1 of 4 · score 0.446GPT-5.6 Luna (max) · Winter Town · view 2 of 4 · score 0.446GPT-5.6 Luna (max) · Winter Town · view 3 of 4 · score 0.446GPT-5.6 Luna (max) · Winter Town · view 4 of 4 · score 0.446
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GPT-5.6 Luna (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank26 of 35
Score0.630
Detailed0.585
Overview0.604
Physical0.750
Median cost$0.16

Abandoned Psychiatric Hospital

0.584Detailed 0.441 · Overview 0.531 · Physical 0.888$0.22All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-5.6 Luna (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.584GPT-5.6 Luna (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.584GPT-5.6 Luna (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.584GPT-5.6 Luna (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.584

Blue City

0.429Detailed 0.344 · Overview 0.360 · Physical 0.722$0.09All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-5.6 Luna (max) · Blue City · view 1 of 4 · score 0.429GPT-5.6 Luna (max) · Blue City · view 2 of 4 · score 0.429GPT-5.6 Luna (max) · Blue City · view 3 of 4 · score 0.429GPT-5.6 Luna (max) · Blue City · view 4 of 4 · score 0.429

Castle River

0.532Detailed 0.461 · Overview 0.499 · Physical 0.700$0.16All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-5.6 Luna (max) · Castle River · view 1 of 4 · score 0.532GPT-5.6 Luna (max) · Castle River · view 2 of 4 · score 0.532GPT-5.6 Luna (max) · Castle River · view 3 of 4 · score 0.532GPT-5.6 Luna (max) · Castle River · view 4 of 4 · score 0.532

Cyberpunk

0.672Detailed 0.517 · Overview 0.723 · Physical 0.675$0.16All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-5.6 Luna (max) · Cyberpunk · view 1 of 4 · score 0.672GPT-5.6 Luna (max) · Cyberpunk · view 2 of 4 · score 0.672GPT-5.6 Luna (max) · Cyberpunk · view 3 of 4 · score 0.672GPT-5.6 Luna (max) · Cyberpunk · view 4 of 4 · score 0.672

Egyptian Temple

0.650Detailed 0.789 · Overview 0.697 · Physical 0.370$0.17All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-5.6 Luna (max) · Egyptian Temple · view 1 of 4 · score 0.650GPT-5.6 Luna (max) · Egyptian Temple · view 2 of 4 · score 0.650GPT-5.6 Luna (max) · Egyptian Temple · view 3 of 4 · score 0.650GPT-5.6 Luna (max) · Egyptian Temple · view 4 of 4 · score 0.650

European Street

0.758Detailed 0.609 · Overview 0.766 · Physical 0.882$0.22All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-5.6 Luna (max) · European Street · view 1 of 4 · score 0.758GPT-5.6 Luna (max) · European Street · view 2 of 4 · score 0.758GPT-5.6 Luna (max) · European Street · view 3 of 4 · score 0.758GPT-5.6 Luna (max) · European Street · view 4 of 4 · score 0.758

Factory Environment

0.808Detailed 0.767 · Overview 0.793 · Physical 0.892$0.08All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-5.6 Luna (max) · Factory Environment · view 1 of 4 · score 0.808GPT-5.6 Luna (max) · Factory Environment · view 2 of 4 · score 0.808GPT-5.6 Luna (max) · Factory Environment · view 3 of 4 · score 0.808GPT-5.6 Luna (max) · Factory Environment · view 4 of 4 · score 0.808

Hong Kong

0.823Detailed 0.850 · Overview 0.871 · Physical 0.652$0.15All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-5.6 Luna (max) · Hong Kong · view 1 of 4 · score 0.823GPT-5.6 Luna (max) · Hong Kong · view 2 of 4 · score 0.823GPT-5.6 Luna (max) · Hong Kong · view 3 of 4 · score 0.823GPT-5.6 Luna (max) · Hong Kong · view 4 of 4 · score 0.823

House of Baeryeom

0.738Detailed 0.630 · Overview 0.843 · Physical 0.529$0.15All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-5.6 Luna (max) · House of Baeryeom · view 1 of 4 · score 0.738GPT-5.6 Luna (max) · House of Baeryeom · view 2 of 4 · score 0.738GPT-5.6 Luna (max) · House of Baeryeom · view 3 of 4 · score 0.738GPT-5.6 Luna (max) · House of Baeryeom · view 4 of 4 · score 0.738

Medieval Big Farm Town

0.666Detailed 0.568 · Overview 0.640 · Physical 0.839$0.13All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-5.6 Luna (max) · Medieval Big Farm Town · view 1 of 4 · score 0.666GPT-5.6 Luna (max) · Medieval Big Farm Town · view 2 of 4 · score 0.666GPT-5.6 Luna (max) · Medieval Big Farm Town · view 3 of 4 · score 0.666GPT-5.6 Luna (max) · Medieval Big Farm Town · view 4 of 4 · score 0.666

Medieval Buildings

0.694Detailed 0.551 · Overview 0.695 · Physical 0.836$0.24All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-5.6 Luna (max) · Medieval Buildings · view 1 of 4 · score 0.694GPT-5.6 Luna (max) · Medieval Buildings · view 2 of 4 · score 0.694GPT-5.6 Luna (max) · Medieval Buildings · view 3 of 4 · score 0.694GPT-5.6 Luna (max) · Medieval Buildings · view 4 of 4 · score 0.694

Nordic Harbour

0.769Detailed 0.679 · Overview 0.794 · Physical 0.787$0.16All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-5.6 Luna (max) · Nordic Harbour · view 1 of 4 · score 0.769GPT-5.6 Luna (max) · Nordic Harbour · view 2 of 4 · score 0.769GPT-5.6 Luna (max) · Nordic Harbour · view 3 of 4 · score 0.769GPT-5.6 Luna (max) · Nordic Harbour · view 4 of 4 · score 0.769

Paris

0.376Detailed 0.460 · Overview 0.271 · Physical 0.607$0.17All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-5.6 Luna (max) · Paris · view 1 of 4 · score 0.376GPT-5.6 Luna (max) · Paris · view 2 of 4 · score 0.376GPT-5.6 Luna (max) · Paris · view 3 of 4 · score 0.376GPT-5.6 Luna (max) · Paris · view 4 of 4 · score 0.376

Post-Apocalyptic Stylized Market

0.584Detailed 0.654 · Overview 0.478 · Physical 0.833$0.16All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-5.6 Luna (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.584GPT-5.6 Luna (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.584GPT-5.6 Luna (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.584GPT-5.6 Luna (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.584

Ruins

0.608Detailed 0.435 · Overview 0.585 · Physical 0.854$0.14All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-5.6 Luna (max) · Ruins · view 1 of 4 · score 0.608GPT-5.6 Luna (max) · Ruins · view 2 of 4 · score 0.608GPT-5.6 Luna (max) · Ruins · view 3 of 4 · score 0.608GPT-5.6 Luna (max) · Ruins · view 4 of 4 · score 0.608

Sci-Fi Environment Offworld

0.658Detailed 0.700 · Overview 0.540 · Physical 0.967$0.11All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-5.6 Luna (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.658GPT-5.6 Luna (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.658GPT-5.6 Luna (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.658GPT-5.6 Luna (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.658

New York Street

0.609Detailed 0.557 · Overview 0.516 · Physical 0.940$0.16All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-5.6 Luna (max) · New York Street · view 1 of 4 · score 0.609GPT-5.6 Luna (max) · New York Street · view 2 of 4 · score 0.609GPT-5.6 Luna (max) · New York Street · view 3 of 4 · score 0.609GPT-5.6 Luna (max) · New York Street · view 4 of 4 · score 0.609

Stylized Elven Valley

0.723Detailed 0.799 · Overview 0.664 · Physical 0.825$0.13All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-5.6 Luna (max) · Stylized Elven Valley · view 1 of 4 · score 0.723GPT-5.6 Luna (max) · Stylized Elven Valley · view 2 of 4 · score 0.723GPT-5.6 Luna (max) · Stylized Elven Valley · view 3 of 4 · score 0.723GPT-5.6 Luna (max) · Stylized Elven Valley · view 4 of 4 · score 0.723

Urban Decay

0.464Detailed 0.469 · Overview 0.426 · Physical 0.573$0.28All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-5.6 Luna (max) · Urban Decay · view 1 of 4 · score 0.464GPT-5.6 Luna (max) · Urban Decay · view 2 of 4 · score 0.464GPT-5.6 Luna (max) · Urban Decay · view 3 of 4 · score 0.464GPT-5.6 Luna (max) · Urban Decay · view 4 of 4 · score 0.464

Winter Town

0.446Detailed 0.430 · Overview 0.387 · Physical 0.640$0.12All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-5.6 Luna (max) · Winter Town · view 1 of 4 · score 0.446GPT-5.6 Luna (max) · Winter Town · view 2 of 4 · score 0.446GPT-5.6 Luna (max) · Winter Town · view 3 of 4 · score 0.446GPT-5.6 Luna (max) · Winter Town · view 4 of 4 · score 0.446
diff --git a/gallery/model/gpt-5.6-sol-max.html b/gallery/model/gpt-5.6-sol-max.html index 7cb898dfd6bae94884addb61bf2d22c0cb5649da..b635167d0a8fa742b867af98b44512b2bbc31b6d 100644 --- a/gallery/model/gpt-5.6-sol-max.html +++ b/gallery/model/gpt-5.6-sol-max.html @@ -10,7 +10,7 @@
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GPT-5.6 Sol (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank9 of 34
Score0.738
Detailed0.648
Overview0.719
Physical0.886
Median cost$6.87

Abandoned Psychiatric Hospital

0.828Detailed 0.596 · Overview 0.850 · Physical 0.995$11.38All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.828GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.828GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.828GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.828

Blue City

0.753Detailed 0.696 · Overview 0.703 · Physical 0.962$3.37All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-5.6 Sol (max) · Blue City · view 1 of 4 · score 0.753GPT-5.6 Sol (max) · Blue City · view 2 of 4 · score 0.753GPT-5.6 Sol (max) · Blue City · view 3 of 4 · score 0.753GPT-5.6 Sol (max) · Blue City · view 4 of 4 · score 0.753

Castle River

0.679Detailed 0.673 · Overview 0.637 · Physical 0.810$10.22All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-5.6 Sol (max) · Castle River · view 1 of 4 · score 0.679GPT-5.6 Sol (max) · Castle River · view 2 of 4 · score 0.679GPT-5.6 Sol (max) · Castle River · view 3 of 4 · score 0.679GPT-5.6 Sol (max) · Castle River · view 4 of 4 · score 0.679

Cyberpunk

0.789Detailed 0.864 · Overview 0.727 · Physical 0.899$7.32All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-5.6 Sol (max) · Cyberpunk · view 1 of 4 · score 0.789GPT-5.6 Sol (max) · Cyberpunk · view 2 of 4 · score 0.789GPT-5.6 Sol (max) · Cyberpunk · view 3 of 4 · score 0.789GPT-5.6 Sol (max) · Cyberpunk · view 4 of 4 · score 0.789

Egyptian Temple

0.773Detailed 0.845 · Overview 0.746 · Physical 0.778$4.90All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-5.6 Sol (max) · Egyptian Temple · view 1 of 4 · score 0.773GPT-5.6 Sol (max) · Egyptian Temple · view 2 of 4 · score 0.773GPT-5.6 Sol (max) · Egyptian Temple · view 3 of 4 · score 0.773GPT-5.6 Sol (max) · Egyptian Temple · view 4 of 4 · score 0.773

European Street

0.812Detailed 0.638 · Overview 0.807 · Physical 1.000$4.75All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-5.6 Sol (max) · European Street · view 1 of 4 · score 0.812GPT-5.6 Sol (max) · European Street · view 2 of 4 · score 0.812GPT-5.6 Sol (max) · European Street · view 3 of 4 · score 0.812GPT-5.6 Sol (max) · European Street · view 4 of 4 · score 0.812

Factory Environment

0.838Detailed 0.784 · Overview 0.820 · Physical 0.948$5.44All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-5.6 Sol (max) · Factory Environment · view 1 of 4 · score 0.838GPT-5.6 Sol (max) · Factory Environment · view 2 of 4 · score 0.838GPT-5.6 Sol (max) · Factory Environment · view 3 of 4 · score 0.838GPT-5.6 Sol (max) · Factory Environment · view 4 of 4 · score 0.838

Hong Kong

0.774Detailed 0.743 · Overview 0.844 · Physical 0.598$5.99All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-5.6 Sol (max) · Hong Kong · view 1 of 4 · score 0.774GPT-5.6 Sol (max) · Hong Kong · view 2 of 4 · score 0.774GPT-5.6 Sol (max) · Hong Kong · view 3 of 4 · score 0.774GPT-5.6 Sol (max) · Hong Kong · view 4 of 4 · score 0.774

House of Baeryeom

0.818Detailed 0.721 · Overview 0.795 · Physical 0.983$6.83All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-5.6 Sol (max) · House of Baeryeom · view 1 of 4 · score 0.818GPT-5.6 Sol (max) · House of Baeryeom · view 2 of 4 · score 0.818GPT-5.6 Sol (max) · House of Baeryeom · view 3 of 4 · score 0.818GPT-5.6 Sol (max) · House of Baeryeom · view 4 of 4 · score 0.818

Medieval Big Farm Town

0.707Detailed 0.605 · Overview 0.661 · Physical 0.948$6.69All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-5.6 Sol (max) · Medieval Big Farm Town · view 1 of 4 · score 0.707GPT-5.6 Sol (max) · Medieval Big Farm Town · view 2 of 4 · score 0.707GPT-5.6 Sol (max) · Medieval Big Farm Town · view 3 of 4 · score 0.707GPT-5.6 Sol (max) · Medieval Big Farm Town · view 4 of 4 · score 0.707

Medieval Buildings

0.714Detailed 0.689 · Overview 0.669 · Physical 0.873$2.97All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-5.6 Sol (max) · Medieval Buildings · view 1 of 4 · score 0.714GPT-5.6 Sol (max) · Medieval Buildings · view 2 of 4 · score 0.714GPT-5.6 Sol (max) · Medieval Buildings · view 3 of 4 · score 0.714GPT-5.6 Sol (max) · Medieval Buildings · view 4 of 4 · score 0.714

Nordic Harbour

0.777Detailed 0.640 · Overview 0.832 · Physical 0.750$10.17All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-5.6 Sol (max) · Nordic Harbour · view 1 of 4 · score 0.777GPT-5.6 Sol (max) · Nordic Harbour · view 2 of 4 · score 0.777GPT-5.6 Sol (max) · Nordic Harbour · view 3 of 4 · score 0.777GPT-5.6 Sol (max) · Nordic Harbour · view 4 of 4 · score 0.777

Paris

0.601Detailed 0.567 · Overview 0.612 · Physical 0.602$6.90All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-5.6 Sol (max) · Paris · view 1 of 4 · score 0.601GPT-5.6 Sol (max) · Paris · view 2 of 4 · score 0.601GPT-5.6 Sol (max) · Paris · view 3 of 4 · score 0.601GPT-5.6 Sol (max) · Paris · view 4 of 4 · score 0.601

Post-Apocalyptic Stylized Market

0.773Detailed 0.684 · Overview 0.771 · Physical 0.868$8.16All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.773GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.773GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.773GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.773

Ruins

0.663Detailed 0.443 · Overview 0.633 · Physical 0.970$8.48All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-5.6 Sol (max) · Ruins · view 1 of 4 · score 0.663GPT-5.6 Sol (max) · Ruins · view 2 of 4 · score 0.663GPT-5.6 Sol (max) · Ruins · view 3 of 4 · score 0.663GPT-5.6 Sol (max) · Ruins · view 4 of 4 · score 0.663

Sci-Fi Environment Offworld

0.827Detailed 0.612 · Overview 0.840 · Physical 1.000$6.79All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.827GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.827GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.827GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.827

New York Street

0.806Detailed 0.708 · Overview 0.819 · Physical 0.865$14.43All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-5.6 Sol (max) · New York Street · view 1 of 4 · score 0.806GPT-5.6 Sol (max) · New York Street · view 2 of 4 · score 0.806GPT-5.6 Sol (max) · New York Street · view 3 of 4 · score 0.806GPT-5.6 Sol (max) · New York Street · view 4 of 4 · score 0.806

Stylized Elven Valley

0.305Detailed 0.168 · Overview 0.120 · Physical 1.000$5.25All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-5.6 Sol (max) · Stylized Elven Valley · view 1 of 4 · score 0.305GPT-5.6 Sol (max) · Stylized Elven Valley · view 2 of 4 · score 0.305GPT-5.6 Sol (max) · Stylized Elven Valley · view 3 of 4 · score 0.305GPT-5.6 Sol (max) · Stylized Elven Valley · view 4 of 4 · score 0.305

Urban Decay

0.784Detailed 0.728 · Overview 0.730 · Physical 1.000$12.59All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-5.6 Sol (max) · Urban Decay · view 1 of 4 · score 0.784GPT-5.6 Sol (max) · Urban Decay · view 2 of 4 · score 0.784GPT-5.6 Sol (max) · Urban Decay · view 3 of 4 · score 0.784GPT-5.6 Sol (max) · Urban Decay · view 4 of 4 · score 0.784

Winter Town

0.749Detailed 0.560 · Overview 0.773 · Physical 0.865$10.29All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-5.6 Sol (max) · Winter Town · view 1 of 4 · score 0.749GPT-5.6 Sol (max) · Winter Town · view 2 of 4 · score 0.749GPT-5.6 Sol (max) · Winter Town · view 3 of 4 · score 0.749GPT-5.6 Sol (max) · Winter Town · view 4 of 4 · score 0.749
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GPT-5.6 Sol (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank10 of 35
Score0.738
Detailed0.648
Overview0.719
Physical0.886
Median cost$6.87

Abandoned Psychiatric Hospital

0.828Detailed 0.596 · Overview 0.850 · Physical 0.995$11.38All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.828GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.828GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.828GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.828

Blue City

0.753Detailed 0.696 · Overview 0.703 · Physical 0.962$3.37All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-5.6 Sol (max) · Blue City · view 1 of 4 · score 0.753GPT-5.6 Sol (max) · Blue City · view 2 of 4 · score 0.753GPT-5.6 Sol (max) · Blue City · view 3 of 4 · score 0.753GPT-5.6 Sol (max) · Blue City · view 4 of 4 · score 0.753

Castle River

0.679Detailed 0.673 · Overview 0.637 · Physical 0.810$10.22All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-5.6 Sol (max) · Castle River · view 1 of 4 · score 0.679GPT-5.6 Sol (max) · Castle River · view 2 of 4 · score 0.679GPT-5.6 Sol (max) · Castle River · view 3 of 4 · score 0.679GPT-5.6 Sol (max) · Castle River · view 4 of 4 · score 0.679

Cyberpunk

0.789Detailed 0.864 · Overview 0.727 · Physical 0.899$7.32All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-5.6 Sol (max) · Cyberpunk · view 1 of 4 · score 0.789GPT-5.6 Sol (max) · Cyberpunk · view 2 of 4 · score 0.789GPT-5.6 Sol (max) · Cyberpunk · view 3 of 4 · score 0.789GPT-5.6 Sol (max) · Cyberpunk · view 4 of 4 · score 0.789

Egyptian Temple

0.773Detailed 0.845 · Overview 0.746 · Physical 0.778$4.90All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-5.6 Sol (max) · Egyptian Temple · view 1 of 4 · score 0.773GPT-5.6 Sol (max) · Egyptian Temple · view 2 of 4 · score 0.773GPT-5.6 Sol (max) · Egyptian Temple · view 3 of 4 · score 0.773GPT-5.6 Sol (max) · Egyptian Temple · view 4 of 4 · score 0.773

European Street

0.812Detailed 0.638 · Overview 0.807 · Physical 1.000$4.75All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-5.6 Sol (max) · European Street · view 1 of 4 · score 0.812GPT-5.6 Sol (max) · European Street · view 2 of 4 · score 0.812GPT-5.6 Sol (max) · European Street · view 3 of 4 · score 0.812GPT-5.6 Sol (max) · European Street · view 4 of 4 · score 0.812

Factory Environment

0.838Detailed 0.784 · Overview 0.820 · Physical 0.948$5.44All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-5.6 Sol (max) · Factory Environment · view 1 of 4 · score 0.838GPT-5.6 Sol (max) · Factory Environment · view 2 of 4 · score 0.838GPT-5.6 Sol (max) · Factory Environment · view 3 of 4 · score 0.838GPT-5.6 Sol (max) · Factory Environment · view 4 of 4 · score 0.838

Hong Kong

0.774Detailed 0.743 · Overview 0.844 · Physical 0.598$5.99All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-5.6 Sol (max) · Hong Kong · view 1 of 4 · score 0.774GPT-5.6 Sol (max) · Hong Kong · view 2 of 4 · score 0.774GPT-5.6 Sol (max) · Hong Kong · view 3 of 4 · score 0.774GPT-5.6 Sol (max) · Hong Kong · view 4 of 4 · score 0.774

House of Baeryeom

0.818Detailed 0.721 · Overview 0.795 · Physical 0.983$6.83All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-5.6 Sol (max) · House of Baeryeom · view 1 of 4 · score 0.818GPT-5.6 Sol (max) · House of Baeryeom · view 2 of 4 · score 0.818GPT-5.6 Sol (max) · House of Baeryeom · view 3 of 4 · score 0.818GPT-5.6 Sol (max) · House of Baeryeom · view 4 of 4 · score 0.818

Medieval Big Farm Town

0.707Detailed 0.605 · Overview 0.661 · Physical 0.948$6.69All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-5.6 Sol (max) · Medieval Big Farm Town · view 1 of 4 · score 0.707GPT-5.6 Sol (max) · Medieval Big Farm Town · view 2 of 4 · score 0.707GPT-5.6 Sol (max) · Medieval Big Farm Town · view 3 of 4 · score 0.707GPT-5.6 Sol (max) · Medieval Big Farm Town · view 4 of 4 · score 0.707

Medieval Buildings

0.714Detailed 0.689 · Overview 0.669 · Physical 0.873$2.97All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-5.6 Sol (max) · Medieval Buildings · view 1 of 4 · score 0.714GPT-5.6 Sol (max) · Medieval Buildings · view 2 of 4 · score 0.714GPT-5.6 Sol (max) · Medieval Buildings · view 3 of 4 · score 0.714GPT-5.6 Sol (max) · Medieval Buildings · view 4 of 4 · score 0.714

Nordic Harbour

0.777Detailed 0.640 · Overview 0.832 · Physical 0.750$10.17All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-5.6 Sol (max) · Nordic Harbour · view 1 of 4 · score 0.777GPT-5.6 Sol (max) · Nordic Harbour · view 2 of 4 · score 0.777GPT-5.6 Sol (max) · Nordic Harbour · view 3 of 4 · score 0.777GPT-5.6 Sol (max) · Nordic Harbour · view 4 of 4 · score 0.777

Paris

0.601Detailed 0.567 · Overview 0.612 · Physical 0.602$6.90All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-5.6 Sol (max) · Paris · view 1 of 4 · score 0.601GPT-5.6 Sol (max) · Paris · view 2 of 4 · score 0.601GPT-5.6 Sol (max) · Paris · view 3 of 4 · score 0.601GPT-5.6 Sol (max) · Paris · view 4 of 4 · score 0.601

Post-Apocalyptic Stylized Market

0.773Detailed 0.684 · Overview 0.771 · Physical 0.868$8.16All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.773GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.773GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.773GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.773

Ruins

0.663Detailed 0.443 · Overview 0.633 · Physical 0.970$8.48All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-5.6 Sol (max) · Ruins · view 1 of 4 · score 0.663GPT-5.6 Sol (max) · Ruins · view 2 of 4 · score 0.663GPT-5.6 Sol (max) · Ruins · view 3 of 4 · score 0.663GPT-5.6 Sol (max) · Ruins · view 4 of 4 · score 0.663

Sci-Fi Environment Offworld

0.827Detailed 0.612 · Overview 0.840 · Physical 1.000$6.79All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.827GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.827GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.827GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.827

New York Street

0.806Detailed 0.708 · Overview 0.819 · Physical 0.865$14.43All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-5.6 Sol (max) · New York Street · view 1 of 4 · score 0.806GPT-5.6 Sol (max) · New York Street · view 2 of 4 · score 0.806GPT-5.6 Sol (max) · New York Street · view 3 of 4 · score 0.806GPT-5.6 Sol (max) · New York Street · view 4 of 4 · score 0.806

Stylized Elven Valley

0.305Detailed 0.168 · Overview 0.120 · Physical 1.000$5.25All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-5.6 Sol (max) · Stylized Elven Valley · view 1 of 4 · score 0.305GPT-5.6 Sol (max) · Stylized Elven Valley · view 2 of 4 · score 0.305GPT-5.6 Sol (max) · Stylized Elven Valley · view 3 of 4 · score 0.305GPT-5.6 Sol (max) · Stylized Elven Valley · view 4 of 4 · score 0.305

Urban Decay

0.784Detailed 0.728 · Overview 0.730 · Physical 1.000$12.59All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-5.6 Sol (max) · Urban Decay · view 1 of 4 · score 0.784GPT-5.6 Sol (max) · Urban Decay · view 2 of 4 · score 0.784GPT-5.6 Sol (max) · Urban Decay · view 3 of 4 · score 0.784GPT-5.6 Sol (max) · Urban Decay · view 4 of 4 · score 0.784

Winter Town

0.749Detailed 0.560 · Overview 0.773 · Physical 0.865$10.29All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-5.6 Sol (max) · Winter Town · view 1 of 4 · score 0.749GPT-5.6 Sol (max) · Winter Town · view 2 of 4 · score 0.749GPT-5.6 Sol (max) · Winter Town · view 3 of 4 · score 0.749GPT-5.6 Sol (max) · Winter Town · view 4 of 4 · score 0.749
diff --git a/gallery/model/gpt-5.6-terra-max.html b/gallery/model/gpt-5.6-terra-max.html index 39ced5478ac46b2d5fea06542313377dcee01846..37464e95d79aadd3f0ff9f44659769c2bcf8ee7a 100644 --- a/gallery/model/gpt-5.6-terra-max.html +++ b/gallery/model/gpt-5.6-terra-max.html @@ -10,7 +10,7 @@
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GPT-5.6 Terra (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank19 of 34
Score0.688
Detailed0.641
Overview0.666
Physical0.801
Median cost$2.90

Abandoned Psychiatric Hospital

0.693Detailed 0.675 · Overview 0.597 · Physical 0.998$5.28All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-5.6 Terra (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.693GPT-5.6 Terra (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.693GPT-5.6 Terra (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.693GPT-5.6 Terra (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.693

Blue City

0.749Detailed 0.682 · Overview 0.774 · Physical 0.745$1.93All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-5.6 Terra (max) · Blue City · view 1 of 4 · score 0.749GPT-5.6 Terra (max) · Blue City · view 2 of 4 · score 0.749GPT-5.6 Terra (max) · Blue City · view 3 of 4 · score 0.749GPT-5.6 Terra (max) · Blue City · view 4 of 4 · score 0.749

Castle River

0.619Detailed 0.641 · Overview 0.528 · Physical 0.868$2.90All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-5.6 Terra (max) · Castle River · view 1 of 4 · score 0.619GPT-5.6 Terra (max) · Castle River · view 2 of 4 · score 0.619GPT-5.6 Terra (max) · Castle River · view 3 of 4 · score 0.619GPT-5.6 Terra (max) · Castle River · view 4 of 4 · score 0.619

Cyberpunk

0.594Detailed 0.524 · Overview 0.652 · Physical 0.489$3.66All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-5.6 Terra (max) · Cyberpunk · view 1 of 4 · score 0.594GPT-5.6 Terra (max) · Cyberpunk · view 2 of 4 · score 0.594GPT-5.6 Terra (max) · Cyberpunk · view 3 of 4 · score 0.594GPT-5.6 Terra (max) · Cyberpunk · view 4 of 4 · score 0.594

Egyptian Temple

0.769Detailed 0.747 · Overview 0.781 · Physical 0.758$2.06All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-5.6 Terra (max) · Egyptian Temple · view 1 of 4 · score 0.769GPT-5.6 Terra (max) · Egyptian Temple · view 2 of 4 · score 0.769GPT-5.6 Terra (max) · Egyptian Temple · view 3 of 4 · score 0.769GPT-5.6 Terra (max) · Egyptian Temple · view 4 of 4 · score 0.769

European Street

0.836Detailed 0.627 · Overview 0.901 · Physical 0.850$3.58All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-5.6 Terra (max) · European Street · view 1 of 4 · score 0.836GPT-5.6 Terra (max) · European Street · view 2 of 4 · score 0.836GPT-5.6 Terra (max) · European Street · view 3 of 4 · score 0.836GPT-5.6 Terra (max) · European Street · view 4 of 4 · score 0.836

Factory Environment

0.731Detailed 0.772 · Overview 0.627 · Physical 1.000$1.62All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-5.6 Terra (max) · Factory Environment · view 1 of 4 · score 0.731GPT-5.6 Terra (max) · Factory Environment · view 2 of 4 · score 0.731GPT-5.6 Terra (max) · Factory Environment · view 3 of 4 · score 0.731GPT-5.6 Terra (max) · Factory Environment · view 4 of 4 · score 0.731

Hong Kong

0.792Detailed 0.771 · Overview 0.802 · Physical 0.782$3.07All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-5.6 Terra (max) · Hong Kong · view 1 of 4 · score 0.792GPT-5.6 Terra (max) · Hong Kong · view 2 of 4 · score 0.792GPT-5.6 Terra (max) · Hong Kong · view 3 of 4 · score 0.792GPT-5.6 Terra (max) · Hong Kong · view 4 of 4 · score 0.792

House of Baeryeom

0.708Detailed 0.689 · Overview 0.843 · Physical 0.321$2.43All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-5.6 Terra (max) · House of Baeryeom · view 1 of 4 · score 0.708GPT-5.6 Terra (max) · House of Baeryeom · view 2 of 4 · score 0.708GPT-5.6 Terra (max) · House of Baeryeom · view 3 of 4 · score 0.708GPT-5.6 Terra (max) · House of Baeryeom · view 4 of 4 · score 0.708

Medieval Big Farm Town

0.683Detailed 0.563 · Overview 0.646 · Physical 0.914$1.99All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-5.6 Terra (max) · Medieval Big Farm Town · view 1 of 4 · score 0.683GPT-5.6 Terra (max) · Medieval Big Farm Town · view 2 of 4 · score 0.683GPT-5.6 Terra (max) · Medieval Big Farm Town · view 3 of 4 · score 0.683GPT-5.6 Terra (max) · Medieval Big Farm Town · view 4 of 4 · score 0.683

Medieval Buildings

0.721Detailed 0.681 · Overview 0.701 · Physical 0.820$2.89All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-5.6 Terra (max) · Medieval Buildings · view 1 of 4 · score 0.721GPT-5.6 Terra (max) · Medieval Buildings · view 2 of 4 · score 0.721GPT-5.6 Terra (max) · Medieval Buildings · view 3 of 4 · score 0.721GPT-5.6 Terra (max) · Medieval Buildings · view 4 of 4 · score 0.721

Nordic Harbour

0.809Detailed 0.753 · Overview 0.814 · Physical 0.847$1.61All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-5.6 Terra (max) · Nordic Harbour · view 1 of 4 · score 0.809GPT-5.6 Terra (max) · Nordic Harbour · view 2 of 4 · score 0.809GPT-5.6 Terra (max) · Nordic Harbour · view 3 of 4 · score 0.809GPT-5.6 Terra (max) · Nordic Harbour · view 4 of 4 · score 0.809

Paris

0.514Detailed 0.338 · Overview 0.541 · Physical 0.608$2.08All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-5.6 Terra (max) · Paris · view 1 of 4 · score 0.514GPT-5.6 Terra (max) · Paris · view 2 of 4 · score 0.514GPT-5.6 Terra (max) · Paris · view 3 of 4 · score 0.514GPT-5.6 Terra (max) · Paris · view 4 of 4 · score 0.514

Post-Apocalyptic Stylized Market

0.743Detailed 0.677 · Overview 0.718 · Physical 0.882$2.66All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-5.6 Terra (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.743GPT-5.6 Terra (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.743GPT-5.6 Terra (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.743GPT-5.6 Terra (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.743

Ruins

0.480Detailed 0.407 · Overview 0.333 · Physical 0.994$5.18All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-5.6 Terra (max) · Ruins · view 1 of 4 · score 0.480GPT-5.6 Terra (max) · Ruins · view 2 of 4 · score 0.480GPT-5.6 Terra (max) · Ruins · view 3 of 4 · score 0.480GPT-5.6 Terra (max) · Ruins · view 4 of 4 · score 0.480

Sci-Fi Environment Offworld

0.662Detailed 0.675 · Overview 0.546 · Physical 1.000$3.63All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-5.6 Terra (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.662GPT-5.6 Terra (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.662GPT-5.6 Terra (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.662GPT-5.6 Terra (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.662

New York Street

0.698Detailed 0.615 · Overview 0.654 · Physical 0.915$6.61All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-5.6 Terra (max) · New York Street · view 1 of 4 · score 0.698GPT-5.6 Terra (max) · New York Street · view 2 of 4 · score 0.698GPT-5.6 Terra (max) · New York Street · view 3 of 4 · score 0.698GPT-5.6 Terra (max) · New York Street · view 4 of 4 · score 0.698

Stylized Elven Valley

0.739Detailed 0.742 · Overview 0.693 · Physical 0.877$4.89All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-5.6 Terra (max) · Stylized Elven Valley · view 1 of 4 · score 0.739GPT-5.6 Terra (max) · Stylized Elven Valley · view 2 of 4 · score 0.739GPT-5.6 Terra (max) · Stylized Elven Valley · view 3 of 4 · score 0.739GPT-5.6 Terra (max) · Stylized Elven Valley · view 4 of 4 · score 0.739

Urban Decay

0.661Detailed 0.688 · Overview 0.597 · Physical 0.825$8.22All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-5.6 Terra (max) · Urban Decay · view 1 of 4 · score 0.661GPT-5.6 Terra (max) · Urban Decay · view 2 of 4 · score 0.661GPT-5.6 Terra (max) · Urban Decay · view 3 of 4 · score 0.661GPT-5.6 Terra (max) · Urban Decay · view 4 of 4 · score 0.661

Winter Town

0.559Detailed 0.561 · Overview 0.570 · Physical 0.524$2.61All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-5.6 Terra (max) · Winter Town · view 1 of 4 · score 0.559GPT-5.6 Terra (max) · Winter Town · view 2 of 4 · score 0.559GPT-5.6 Terra (max) · Winter Town · view 3 of 4 · score 0.559GPT-5.6 Terra (max) · Winter Town · view 4 of 4 · score 0.559
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GPT-5.6 Terra (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank20 of 35
Score0.688
Detailed0.641
Overview0.666
Physical0.801
Median cost$2.90

Abandoned Psychiatric Hospital

0.693Detailed 0.675 · Overview 0.597 · Physical 0.998$5.28All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-5.6 Terra (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.693GPT-5.6 Terra (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.693GPT-5.6 Terra (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.693GPT-5.6 Terra (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.693

Blue City

0.749Detailed 0.682 · Overview 0.774 · Physical 0.745$1.93All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-5.6 Terra (max) · Blue City · view 1 of 4 · score 0.749GPT-5.6 Terra (max) · Blue City · view 2 of 4 · score 0.749GPT-5.6 Terra (max) · Blue City · view 3 of 4 · score 0.749GPT-5.6 Terra (max) · Blue City · view 4 of 4 · score 0.749

Castle River

0.619Detailed 0.641 · Overview 0.528 · Physical 0.868$2.90All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-5.6 Terra (max) · Castle River · view 1 of 4 · score 0.619GPT-5.6 Terra (max) · Castle River · view 2 of 4 · score 0.619GPT-5.6 Terra (max) · Castle River · view 3 of 4 · score 0.619GPT-5.6 Terra (max) · Castle River · view 4 of 4 · score 0.619

Cyberpunk

0.594Detailed 0.524 · Overview 0.652 · Physical 0.489$3.66All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-5.6 Terra (max) · Cyberpunk · view 1 of 4 · score 0.594GPT-5.6 Terra (max) · Cyberpunk · view 2 of 4 · score 0.594GPT-5.6 Terra (max) · Cyberpunk · view 3 of 4 · score 0.594GPT-5.6 Terra (max) · Cyberpunk · view 4 of 4 · score 0.594

Egyptian Temple

0.769Detailed 0.747 · Overview 0.781 · Physical 0.758$2.06All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-5.6 Terra (max) · Egyptian Temple · view 1 of 4 · score 0.769GPT-5.6 Terra (max) · Egyptian Temple · view 2 of 4 · score 0.769GPT-5.6 Terra (max) · Egyptian Temple · view 3 of 4 · score 0.769GPT-5.6 Terra (max) · Egyptian Temple · view 4 of 4 · score 0.769

European Street

0.836Detailed 0.627 · Overview 0.901 · Physical 0.850$3.58All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-5.6 Terra (max) · European Street · view 1 of 4 · score 0.836GPT-5.6 Terra (max) · European Street · view 2 of 4 · score 0.836GPT-5.6 Terra (max) · European Street · view 3 of 4 · score 0.836GPT-5.6 Terra (max) · European Street · view 4 of 4 · score 0.836

Factory Environment

0.731Detailed 0.772 · Overview 0.627 · Physical 1.000$1.62All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-5.6 Terra (max) · Factory Environment · view 1 of 4 · score 0.731GPT-5.6 Terra (max) · Factory Environment · view 2 of 4 · score 0.731GPT-5.6 Terra (max) · Factory Environment · view 3 of 4 · score 0.731GPT-5.6 Terra (max) · Factory Environment · view 4 of 4 · score 0.731

Hong Kong

0.792Detailed 0.771 · Overview 0.802 · Physical 0.782$3.07All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-5.6 Terra (max) · Hong Kong · view 1 of 4 · score 0.792GPT-5.6 Terra (max) · Hong Kong · view 2 of 4 · score 0.792GPT-5.6 Terra (max) · Hong Kong · view 3 of 4 · score 0.792GPT-5.6 Terra (max) · Hong Kong · view 4 of 4 · score 0.792

House of Baeryeom

0.708Detailed 0.689 · Overview 0.843 · Physical 0.321$2.43All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-5.6 Terra (max) · House of Baeryeom · view 1 of 4 · score 0.708GPT-5.6 Terra (max) · House of Baeryeom · view 2 of 4 · score 0.708GPT-5.6 Terra (max) · House of Baeryeom · view 3 of 4 · score 0.708GPT-5.6 Terra (max) · House of Baeryeom · view 4 of 4 · score 0.708

Medieval Big Farm Town

0.683Detailed 0.563 · Overview 0.646 · Physical 0.914$1.99All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-5.6 Terra (max) · Medieval Big Farm Town · view 1 of 4 · score 0.683GPT-5.6 Terra (max) · Medieval Big Farm Town · view 2 of 4 · score 0.683GPT-5.6 Terra (max) · Medieval Big Farm Town · view 3 of 4 · score 0.683GPT-5.6 Terra (max) · Medieval Big Farm Town · view 4 of 4 · score 0.683

Medieval Buildings

0.721Detailed 0.681 · Overview 0.701 · Physical 0.820$2.89All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-5.6 Terra (max) · Medieval Buildings · view 1 of 4 · score 0.721GPT-5.6 Terra (max) · Medieval Buildings · view 2 of 4 · score 0.721GPT-5.6 Terra (max) · Medieval Buildings · view 3 of 4 · score 0.721GPT-5.6 Terra (max) · Medieval Buildings · view 4 of 4 · score 0.721

Nordic Harbour

0.809Detailed 0.753 · Overview 0.814 · Physical 0.847$1.61All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-5.6 Terra (max) · Nordic Harbour · view 1 of 4 · score 0.809GPT-5.6 Terra (max) · Nordic Harbour · view 2 of 4 · score 0.809GPT-5.6 Terra (max) · Nordic Harbour · view 3 of 4 · score 0.809GPT-5.6 Terra (max) · Nordic Harbour · view 4 of 4 · score 0.809

Paris

0.514Detailed 0.338 · Overview 0.541 · Physical 0.608$2.08All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-5.6 Terra (max) · Paris · view 1 of 4 · score 0.514GPT-5.6 Terra (max) · Paris · view 2 of 4 · score 0.514GPT-5.6 Terra (max) · Paris · view 3 of 4 · score 0.514GPT-5.6 Terra (max) · Paris · view 4 of 4 · score 0.514

Post-Apocalyptic Stylized Market

0.743Detailed 0.677 · Overview 0.718 · Physical 0.882$2.66All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-5.6 Terra (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.743GPT-5.6 Terra (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.743GPT-5.6 Terra (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.743GPT-5.6 Terra (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.743

Ruins

0.480Detailed 0.407 · Overview 0.333 · Physical 0.994$5.18All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-5.6 Terra (max) · Ruins · view 1 of 4 · score 0.480GPT-5.6 Terra (max) · Ruins · view 2 of 4 · score 0.480GPT-5.6 Terra (max) · Ruins · view 3 of 4 · score 0.480GPT-5.6 Terra (max) · Ruins · view 4 of 4 · score 0.480

Sci-Fi Environment Offworld

0.662Detailed 0.675 · Overview 0.546 · Physical 1.000$3.63All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-5.6 Terra (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.662GPT-5.6 Terra (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.662GPT-5.6 Terra (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.662GPT-5.6 Terra (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.662

New York Street

0.698Detailed 0.615 · Overview 0.654 · Physical 0.915$6.61All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-5.6 Terra (max) · New York Street · view 1 of 4 · score 0.698GPT-5.6 Terra (max) · New York Street · view 2 of 4 · score 0.698GPT-5.6 Terra (max) · New York Street · view 3 of 4 · score 0.698GPT-5.6 Terra (max) · New York Street · view 4 of 4 · score 0.698

Stylized Elven Valley

0.739Detailed 0.742 · Overview 0.693 · Physical 0.877$4.89All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-5.6 Terra (max) · Stylized Elven Valley · view 1 of 4 · score 0.739GPT-5.6 Terra (max) · Stylized Elven Valley · view 2 of 4 · score 0.739GPT-5.6 Terra (max) · Stylized Elven Valley · view 3 of 4 · score 0.739GPT-5.6 Terra (max) · Stylized Elven Valley · view 4 of 4 · score 0.739

Urban Decay

0.661Detailed 0.688 · Overview 0.597 · Physical 0.825$8.22All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-5.6 Terra (max) · Urban Decay · view 1 of 4 · score 0.661GPT-5.6 Terra (max) · Urban Decay · view 2 of 4 · score 0.661GPT-5.6 Terra (max) · Urban Decay · view 3 of 4 · score 0.661GPT-5.6 Terra (max) · Urban Decay · view 4 of 4 · score 0.661

Winter Town

0.559Detailed 0.561 · Overview 0.570 · Physical 0.524$2.61All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-5.6 Terra (max) · Winter Town · view 1 of 4 · score 0.559GPT-5.6 Terra (max) · Winter Town · view 2 of 4 · score 0.559GPT-5.6 Terra (max) · Winter Town · view 3 of 4 · score 0.559GPT-5.6 Terra (max) · Winter Town · view 4 of 4 · score 0.559
diff --git a/gallery/model/gpt-6-astra-max.html b/gallery/model/gpt-6-astra-max.html index b29b741f544565271d4bc13a51c4e041d5df4209..71928c2d69752dfb864db8491caade75681c84d1 100644 --- a/gallery/model/gpt-6-astra-max.html +++ b/gallery/model/gpt-6-astra-max.html @@ -10,7 +10,7 @@
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GPT-6 Astra (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank4 of 34
Score0.790
Detailed0.760
Overview0.811
Physical0.759
Median cost$14.25

Abandoned Psychiatric Hospital

0.757Detailed 0.826 · Overview 0.735 · Physical 0.756$16.75All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.757GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.757GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.757GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.757

Blue City

0.814Detailed 0.744 · Overview 0.784 · Physical 0.974$25.91All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-6 Astra (max) · Blue City · view 1 of 4 · score 0.814GPT-6 Astra (max) · Blue City · view 2 of 4 · score 0.814GPT-6 Astra (max) · Blue City · view 3 of 4 · score 0.814GPT-6 Astra (max) · Blue City · view 4 of 4 · score 0.814

Castle River

0.751Detailed 0.806 · Overview 0.897 · Physical 0.260$13.71All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-6 Astra (max) · Castle River · view 1 of 4 · score 0.751GPT-6 Astra (max) · Castle River · view 2 of 4 · score 0.751GPT-6 Astra (max) · Castle River · view 3 of 4 · score 0.751GPT-6 Astra (max) · Castle River · view 4 of 4 · score 0.751

Cyberpunk

0.827Detailed 0.810 · Overview 0.779 · Physical 0.986$14.78All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-6 Astra (max) · Cyberpunk · view 1 of 4 · score 0.827GPT-6 Astra (max) · Cyberpunk · view 2 of 4 · score 0.827GPT-6 Astra (max) · Cyberpunk · view 3 of 4 · score 0.827GPT-6 Astra (max) · Cyberpunk · view 4 of 4 · score 0.827

Egyptian Temple

0.850Detailed 0.838 · Overview 0.833 · Physical 0.913$10.24All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-6 Astra (max) · Egyptian Temple · view 1 of 4 · score 0.850GPT-6 Astra (max) · Egyptian Temple · view 2 of 4 · score 0.850GPT-6 Astra (max) · Egyptian Temple · view 3 of 4 · score 0.850GPT-6 Astra (max) · Egyptian Temple · view 4 of 4 · score 0.850

European Street

0.743Detailed 0.669 · Overview 0.765 · Physical 0.750$10.48All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-6 Astra (max) · European Street · view 1 of 4 · score 0.743GPT-6 Astra (max) · European Street · view 2 of 4 · score 0.743GPT-6 Astra (max) · European Street · view 3 of 4 · score 0.743GPT-6 Astra (max) · European Street · view 4 of 4 · score 0.743

Factory Environment

0.839Detailed 0.825 · Overview 0.835 · Physical 0.867$12.38All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-6 Astra (max) · Factory Environment · view 1 of 4 · score 0.839GPT-6 Astra (max) · Factory Environment · view 2 of 4 · score 0.839GPT-6 Astra (max) · Factory Environment · view 3 of 4 · score 0.839GPT-6 Astra (max) · Factory Environment · view 4 of 4 · score 0.839

Hong Kong

0.683Detailed 0.783 · Overview 0.692 · Physical 0.557$19.89All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-6 Astra (max) · Hong Kong · view 1 of 4 · score 0.683GPT-6 Astra (max) · Hong Kong · view 2 of 4 · score 0.683GPT-6 Astra (max) · Hong Kong · view 3 of 4 · score 0.683GPT-6 Astra (max) · Hong Kong · view 4 of 4 · score 0.683

House of Baeryeom

0.813Detailed 0.705 · Overview 0.787 · Physical 1.000$12.69All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-6 Astra (max) · House of Baeryeom · view 1 of 4 · score 0.813GPT-6 Astra (max) · House of Baeryeom · view 2 of 4 · score 0.813GPT-6 Astra (max) · House of Baeryeom · view 3 of 4 · score 0.813GPT-6 Astra (max) · House of Baeryeom · view 4 of 4 · score 0.813

Medieval Big Farm Town

0.794Detailed 0.761 · Overview 0.910 · Physical 0.482$22.60All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-6 Astra (max) · Medieval Big Farm Town · view 1 of 4 · score 0.794GPT-6 Astra (max) · Medieval Big Farm Town · view 2 of 4 · score 0.794GPT-6 Astra (max) · Medieval Big Farm Town · view 3 of 4 · score 0.794GPT-6 Astra (max) · Medieval Big Farm Town · view 4 of 4 · score 0.794

Medieval Buildings

0.717Detailed 0.751 · Overview 0.763 · Physical 0.543$20.60All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-6 Astra (max) · Medieval Buildings · view 1 of 4 · score 0.717GPT-6 Astra (max) · Medieval Buildings · view 2 of 4 · score 0.717GPT-6 Astra (max) · Medieval Buildings · view 3 of 4 · score 0.717GPT-6 Astra (max) · Medieval Buildings · view 4 of 4 · score 0.717

Nordic Harbour

0.821Detailed 0.686 · Overview 0.901 · Physical 0.718$11.80All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-6 Astra (max) · Nordic Harbour · view 1 of 4 · score 0.821GPT-6 Astra (max) · Nordic Harbour · view 2 of 4 · score 0.821GPT-6 Astra (max) · Nordic Harbour · view 3 of 4 · score 0.821GPT-6 Astra (max) · Nordic Harbour · view 4 of 4 · score 0.821

Paris

0.828Detailed 0.694 · Overview 0.918 · Physical 0.690$37.04All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-6 Astra (max) · Paris · view 1 of 4 · score 0.828GPT-6 Astra (max) · Paris · view 2 of 4 · score 0.828GPT-6 Astra (max) · Paris · view 3 of 4 · score 0.828GPT-6 Astra (max) · Paris · view 4 of 4 · score 0.828

Post-Apocalyptic Stylized Market

0.833Detailed 0.750 · Overview 0.822 · Physical 0.951$11.11All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.833GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.833GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.833GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.833

Ruins

0.832Detailed 0.815 · Overview 0.901 · Physical 0.644$13.72All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-6 Astra (max) · Ruins · view 1 of 4 · score 0.832GPT-6 Astra (max) · Ruins · view 2 of 4 · score 0.832GPT-6 Astra (max) · Ruins · view 3 of 4 · score 0.832GPT-6 Astra (max) · Ruins · view 4 of 4 · score 0.832

Sci-Fi Environment Offworld

0.781Detailed 0.687 · Overview 0.754 · Physical 0.957$9.58All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.781GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.781GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.781GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.781

New York Street

0.711Detailed 0.705 · Overview 0.625 · Physical 0.974$11.23All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-6 Astra (max) · New York Street · view 1 of 4 · score 0.711GPT-6 Astra (max) · New York Street · view 2 of 4 · score 0.711GPT-6 Astra (max) · New York Street · view 3 of 4 · score 0.711GPT-6 Astra (max) · New York Street · view 4 of 4 · score 0.711

Stylized Elven Valley

0.812Detailed 0.928 · Overview 0.814 · Physical 0.690$17.54All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-6 Astra (max) · Stylized Elven Valley · view 1 of 4 · score 0.812GPT-6 Astra (max) · Stylized Elven Valley · view 2 of 4 · score 0.812GPT-6 Astra (max) · Stylized Elven Valley · view 3 of 4 · score 0.812GPT-6 Astra (max) · Stylized Elven Valley · view 4 of 4 · score 0.812

Urban Decay

0.845Detailed 0.775 · Overview 0.869 · Physical 0.841$23.74All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-6 Astra (max) · Urban Decay · view 1 of 4 · score 0.845GPT-6 Astra (max) · Urban Decay · view 2 of 4 · score 0.845GPT-6 Astra (max) · Urban Decay · view 3 of 4 · score 0.845GPT-6 Astra (max) · Urban Decay · view 4 of 4 · score 0.845

Winter Town

0.751Detailed 0.642 · Overview 0.832 · Physical 0.620$24.16All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-6 Astra (max) · Winter Town · view 1 of 4 · score 0.751GPT-6 Astra (max) · Winter Town · view 2 of 4 · score 0.751GPT-6 Astra (max) · Winter Town · view 3 of 4 · score 0.751GPT-6 Astra (max) · Winter Town · view 4 of 4 · score 0.751
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GPT-6 Astra (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank5 of 35
Score0.790
Detailed0.760
Overview0.811
Physical0.759
Median cost$14.25

Abandoned Psychiatric Hospital

0.757Detailed 0.826 · Overview 0.735 · Physical 0.756$16.75All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.757GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.757GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.757GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.757

Blue City

0.814Detailed 0.744 · Overview 0.784 · Physical 0.974$25.91All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-6 Astra (max) · Blue City · view 1 of 4 · score 0.814GPT-6 Astra (max) · Blue City · view 2 of 4 · score 0.814GPT-6 Astra (max) · Blue City · view 3 of 4 · score 0.814GPT-6 Astra (max) · Blue City · view 4 of 4 · score 0.814

Castle River

0.751Detailed 0.806 · Overview 0.897 · Physical 0.260$13.71All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-6 Astra (max) · Castle River · view 1 of 4 · score 0.751GPT-6 Astra (max) · Castle River · view 2 of 4 · score 0.751GPT-6 Astra (max) · Castle River · view 3 of 4 · score 0.751GPT-6 Astra (max) · Castle River · view 4 of 4 · score 0.751

Cyberpunk

0.827Detailed 0.810 · Overview 0.779 · Physical 0.986$14.78All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-6 Astra (max) · Cyberpunk · view 1 of 4 · score 0.827GPT-6 Astra (max) · Cyberpunk · view 2 of 4 · score 0.827GPT-6 Astra (max) · Cyberpunk · view 3 of 4 · score 0.827GPT-6 Astra (max) · Cyberpunk · view 4 of 4 · score 0.827

Egyptian Temple

0.850Detailed 0.838 · Overview 0.833 · Physical 0.913$10.24All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-6 Astra (max) · Egyptian Temple · view 1 of 4 · score 0.850GPT-6 Astra (max) · Egyptian Temple · view 2 of 4 · score 0.850GPT-6 Astra (max) · Egyptian Temple · view 3 of 4 · score 0.850GPT-6 Astra (max) · Egyptian Temple · view 4 of 4 · score 0.850

European Street

0.743Detailed 0.669 · Overview 0.765 · Physical 0.750$10.48All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-6 Astra (max) · European Street · view 1 of 4 · score 0.743GPT-6 Astra (max) · European Street · view 2 of 4 · score 0.743GPT-6 Astra (max) · European Street · view 3 of 4 · score 0.743GPT-6 Astra (max) · European Street · view 4 of 4 · score 0.743

Factory Environment

0.839Detailed 0.825 · Overview 0.835 · Physical 0.867$12.38All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-6 Astra (max) · Factory Environment · view 1 of 4 · score 0.839GPT-6 Astra (max) · Factory Environment · view 2 of 4 · score 0.839GPT-6 Astra (max) · Factory Environment · view 3 of 4 · score 0.839GPT-6 Astra (max) · Factory Environment · view 4 of 4 · score 0.839

Hong Kong

0.683Detailed 0.783 · Overview 0.692 · Physical 0.557$19.89All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-6 Astra (max) · Hong Kong · view 1 of 4 · score 0.683GPT-6 Astra (max) · Hong Kong · view 2 of 4 · score 0.683GPT-6 Astra (max) · Hong Kong · view 3 of 4 · score 0.683GPT-6 Astra (max) · Hong Kong · view 4 of 4 · score 0.683

House of Baeryeom

0.813Detailed 0.705 · Overview 0.787 · Physical 1.000$12.69All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-6 Astra (max) · House of Baeryeom · view 1 of 4 · score 0.813GPT-6 Astra (max) · House of Baeryeom · view 2 of 4 · score 0.813GPT-6 Astra (max) · House of Baeryeom · view 3 of 4 · score 0.813GPT-6 Astra (max) · House of Baeryeom · view 4 of 4 · score 0.813

Medieval Big Farm Town

0.794Detailed 0.761 · Overview 0.910 · Physical 0.482$22.60All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-6 Astra (max) · Medieval Big Farm Town · view 1 of 4 · score 0.794GPT-6 Astra (max) · Medieval Big Farm Town · view 2 of 4 · score 0.794GPT-6 Astra (max) · Medieval Big Farm Town · view 3 of 4 · score 0.794GPT-6 Astra (max) · Medieval Big Farm Town · view 4 of 4 · score 0.794

Medieval Buildings

0.717Detailed 0.751 · Overview 0.763 · Physical 0.543$20.60All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-6 Astra (max) · Medieval Buildings · view 1 of 4 · score 0.717GPT-6 Astra (max) · Medieval Buildings · view 2 of 4 · score 0.717GPT-6 Astra (max) · Medieval Buildings · view 3 of 4 · score 0.717GPT-6 Astra (max) · Medieval Buildings · view 4 of 4 · score 0.717

Nordic Harbour

0.821Detailed 0.686 · Overview 0.901 · Physical 0.718$11.80All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-6 Astra (max) · Nordic Harbour · view 1 of 4 · score 0.821GPT-6 Astra (max) · Nordic Harbour · view 2 of 4 · score 0.821GPT-6 Astra (max) · Nordic Harbour · view 3 of 4 · score 0.821GPT-6 Astra (max) · Nordic Harbour · view 4 of 4 · score 0.821

Paris

0.828Detailed 0.694 · Overview 0.918 · Physical 0.690$37.04All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-6 Astra (max) · Paris · view 1 of 4 · score 0.828GPT-6 Astra (max) · Paris · view 2 of 4 · score 0.828GPT-6 Astra (max) · Paris · view 3 of 4 · score 0.828GPT-6 Astra (max) · Paris · view 4 of 4 · score 0.828

Post-Apocalyptic Stylized Market

0.833Detailed 0.750 · Overview 0.822 · Physical 0.951$11.11All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.833GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.833GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.833GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.833

Ruins

0.832Detailed 0.815 · Overview 0.901 · Physical 0.644$13.72All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-6 Astra (max) · Ruins · view 1 of 4 · score 0.832GPT-6 Astra (max) · Ruins · view 2 of 4 · score 0.832GPT-6 Astra (max) · Ruins · view 3 of 4 · score 0.832GPT-6 Astra (max) · Ruins · view 4 of 4 · score 0.832

Sci-Fi Environment Offworld

0.781Detailed 0.687 · Overview 0.754 · Physical 0.957$9.58All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.781GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.781GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.781GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.781

New York Street

0.711Detailed 0.705 · Overview 0.625 · Physical 0.974$11.23All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-6 Astra (max) · New York Street · view 1 of 4 · score 0.711GPT-6 Astra (max) · New York Street · view 2 of 4 · score 0.711GPT-6 Astra (max) · New York Street · view 3 of 4 · score 0.711GPT-6 Astra (max) · New York Street · view 4 of 4 · score 0.711

Stylized Elven Valley

0.812Detailed 0.928 · Overview 0.814 · Physical 0.690$17.54All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-6 Astra (max) · Stylized Elven Valley · view 1 of 4 · score 0.812GPT-6 Astra (max) · Stylized Elven Valley · view 2 of 4 · score 0.812GPT-6 Astra (max) · Stylized Elven Valley · view 3 of 4 · score 0.812GPT-6 Astra (max) · Stylized Elven Valley · view 4 of 4 · score 0.812

Urban Decay

0.845Detailed 0.775 · Overview 0.869 · Physical 0.841$23.74All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-6 Astra (max) · Urban Decay · view 1 of 4 · score 0.845GPT-6 Astra (max) · Urban Decay · view 2 of 4 · score 0.845GPT-6 Astra (max) · Urban Decay · view 3 of 4 · score 0.845GPT-6 Astra (max) · Urban Decay · view 4 of 4 · score 0.845

Winter Town

0.751Detailed 0.642 · Overview 0.832 · Physical 0.620$24.16All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-6 Astra (max) · Winter Town · view 1 of 4 · score 0.751GPT-6 Astra (max) · Winter Town · view 2 of 4 · score 0.751GPT-6 Astra (max) · Winter Town · view 3 of 4 · score 0.751GPT-6 Astra (max) · Winter Town · view 4 of 4 · score 0.751
diff --git a/gallery/model/gpt-6-luna-max.html b/gallery/model/gpt-6-luna-max.html index de05e60974779cafb61ea60414c7a4f425f3fd1f..e5781623201d9f014c525220ad8e2900cbf269ca 100644 --- a/gallery/model/gpt-6-luna-max.html +++ b/gallery/model/gpt-6-luna-max.html @@ -10,7 +10,7 @@
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GPT-6 Luna (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank20 of 34
Score0.688
Detailed0.606
Overview0.666
Physical0.834
Median cost$0.16

Abandoned Psychiatric Hospital

0.554Detailed 0.389 · Overview 0.460 · Physical 1.000$0.24All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-6 Luna (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.554GPT-6 Luna (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.554GPT-6 Luna (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.554GPT-6 Luna (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.554

Blue City

0.571Detailed 0.679 · Overview 0.431 · Physical 0.884$0.08All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-6 Luna (max) · Blue City · view 1 of 4 · score 0.571GPT-6 Luna (max) · Blue City · view 2 of 4 · score 0.571GPT-6 Luna (max) · Blue City · view 3 of 4 · score 0.571GPT-6 Luna (max) · Blue City · view 4 of 4 · score 0.571

Castle River

0.622Detailed 0.364 · Overview 0.730 · Physical 0.553$0.25All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-6 Luna (max) · Castle River · view 1 of 4 · score 0.622GPT-6 Luna (max) · Castle River · view 2 of 4 · score 0.622GPT-6 Luna (max) · Castle River · view 3 of 4 · score 0.622GPT-6 Luna (max) · Castle River · view 4 of 4 · score 0.622

Cyberpunk

0.757Detailed 0.566 · Overview 0.832 · Physical 0.723$0.16All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-6 Luna (max) · Cyberpunk · view 1 of 4 · score 0.757GPT-6 Luna (max) · Cyberpunk · view 2 of 4 · score 0.757GPT-6 Luna (max) · Cyberpunk · view 3 of 4 · score 0.757GPT-6 Luna (max) · Cyberpunk · view 4 of 4 · score 0.757

Egyptian Temple

0.807Detailed 0.772 · Overview 0.783 · Physical 0.914$0.15All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-6 Luna (max) · Egyptian Temple · view 1 of 4 · score 0.807GPT-6 Luna (max) · Egyptian Temple · view 2 of 4 · score 0.807GPT-6 Luna (max) · Egyptian Temple · view 3 of 4 · score 0.807GPT-6 Luna (max) · Egyptian Temple · view 4 of 4 · score 0.807

European Street

0.726Detailed 0.639 · Overview 0.726 · Physical 0.814$0.15All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-6 Luna (max) · European Street · view 1 of 4 · score 0.726GPT-6 Luna (max) · European Street · view 2 of 4 · score 0.726GPT-6 Luna (max) · European Street · view 3 of 4 · score 0.726GPT-6 Luna (max) · European Street · view 4 of 4 · score 0.726

Factory Environment

0.708Detailed 0.737 · Overview 0.632 · Physical 0.906$0.12All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-6 Luna (max) · Factory Environment · view 1 of 4 · score 0.708GPT-6 Luna (max) · Factory Environment · view 2 of 4 · score 0.708GPT-6 Luna (max) · Factory Environment · view 3 of 4 · score 0.708GPT-6 Luna (max) · Factory Environment · view 4 of 4 · score 0.708

Hong Kong

0.856Detailed 0.805 · Overview 0.880 · Physical 0.833$0.22All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-6 Luna (max) · Hong Kong · view 1 of 4 · score 0.856GPT-6 Luna (max) · Hong Kong · view 2 of 4 · score 0.856GPT-6 Luna (max) · Hong Kong · view 3 of 4 · score 0.856GPT-6 Luna (max) · Hong Kong · view 4 of 4 · score 0.856

House of Baeryeom

0.844Detailed 0.718 · Overview 0.834 · Physical 1.000$0.12All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-6 Luna (max) · House of Baeryeom · view 1 of 4 · score 0.844GPT-6 Luna (max) · House of Baeryeom · view 2 of 4 · score 0.844GPT-6 Luna (max) · House of Baeryeom · view 3 of 4 · score 0.844GPT-6 Luna (max) · House of Baeryeom · view 4 of 4 · score 0.844

Medieval Big Farm Town

0.752Detailed 0.625 · Overview 0.738 · Physical 0.922$0.26All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-6 Luna (max) · Medieval Big Farm Town · view 1 of 4 · score 0.752GPT-6 Luna (max) · Medieval Big Farm Town · view 2 of 4 · score 0.752GPT-6 Luna (max) · Medieval Big Farm Town · view 3 of 4 · score 0.752GPT-6 Luna (max) · Medieval Big Farm Town · view 4 of 4 · score 0.752

Medieval Buildings

0.551Detailed 0.613 · Overview 0.442 · Physical 0.815$0.04All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-6 Luna (max) · Medieval Buildings · view 1 of 4 · score 0.551GPT-6 Luna (max) · Medieval Buildings · view 2 of 4 · score 0.551GPT-6 Luna (max) · Medieval Buildings · view 3 of 4 · score 0.551GPT-6 Luna (max) · Medieval Buildings · view 4 of 4 · score 0.551

Nordic Harbour

0.776Detailed 0.533 · Overview 0.807 · Physical 0.927$0.14All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-6 Luna (max) · Nordic Harbour · view 1 of 4 · score 0.776GPT-6 Luna (max) · Nordic Harbour · view 2 of 4 · score 0.776GPT-6 Luna (max) · Nordic Harbour · view 3 of 4 · score 0.776GPT-6 Luna (max) · Nordic Harbour · view 4 of 4 · score 0.776

Paris

0.622Detailed 0.530 · Overview 0.669 · Physical 0.572$0.34All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-6 Luna (max) · Paris · view 1 of 4 · score 0.622GPT-6 Luna (max) · Paris · view 2 of 4 · score 0.622GPT-6 Luna (max) · Paris · view 3 of 4 · score 0.622GPT-6 Luna (max) · Paris · view 4 of 4 · score 0.622

Post-Apocalyptic Stylized Market

0.719Detailed 0.541 · Overview 0.699 · Physical 0.959$0.17All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-6 Luna (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.719GPT-6 Luna (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.719GPT-6 Luna (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.719GPT-6 Luna (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.719

Ruins

0.709Detailed 0.627 · Overview 0.686 · Physical 0.861$0.22All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-6 Luna (max) · Ruins · view 1 of 4 · score 0.709GPT-6 Luna (max) · Ruins · view 2 of 4 · score 0.709GPT-6 Luna (max) · Ruins · view 3 of 4 · score 0.709GPT-6 Luna (max) · Ruins · view 4 of 4 · score 0.709

Sci-Fi Environment Offworld

0.516Detailed 0.562 · Overview 0.340 · Physical 1.000$0.18All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-6 Luna (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.516GPT-6 Luna (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.516GPT-6 Luna (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.516GPT-6 Luna (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.516

New York Street

0.750Detailed 0.654 · Overview 0.819 · Physical 0.636$0.11All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-6 Luna (max) · New York Street · view 1 of 4 · score 0.750GPT-6 Luna (max) · New York Street · view 2 of 4 · score 0.750GPT-6 Luna (max) · New York Street · view 3 of 4 · score 0.750GPT-6 Luna (max) · New York Street · view 4 of 4 · score 0.750

Stylized Elven Valley

0.664Detailed 0.714 · Overview 0.617 · Physical 0.756$0.12All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-6 Luna (max) · Stylized Elven Valley · view 1 of 4 · score 0.664GPT-6 Luna (max) · Stylized Elven Valley · view 2 of 4 · score 0.664GPT-6 Luna (max) · Stylized Elven Valley · view 3 of 4 · score 0.664GPT-6 Luna (max) · Stylized Elven Valley · view 4 of 4 · score 0.664

Urban Decay

0.724Detailed 0.664 · Overview 0.701 · Physical 0.855$0.16All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-6 Luna (max) · Urban Decay · view 1 of 4 · score 0.724GPT-6 Luna (max) · Urban Decay · view 2 of 4 · score 0.724GPT-6 Luna (max) · Urban Decay · view 3 of 4 · score 0.724GPT-6 Luna (max) · Urban Decay · view 4 of 4 · score 0.724

Winter Town

0.526Detailed 0.392 · Overview 0.497 · Physical 0.747$0.20All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-6 Luna (max) · Winter Town · view 1 of 4 · score 0.526GPT-6 Luna (max) · Winter Town · view 2 of 4 · score 0.526GPT-6 Luna (max) · Winter Town · view 3 of 4 · score 0.526GPT-6 Luna (max) · Winter Town · view 4 of 4 · score 0.526
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GPT-6 Luna (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank21 of 35
Score0.688
Detailed0.606
Overview0.666
Physical0.834
Median cost$0.16

Abandoned Psychiatric Hospital

0.554Detailed 0.389 · Overview 0.460 · Physical 1.000$0.24All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-6 Luna (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.554GPT-6 Luna (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.554GPT-6 Luna (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.554GPT-6 Luna (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.554

Blue City

0.571Detailed 0.679 · Overview 0.431 · Physical 0.884$0.08All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-6 Luna (max) · Blue City · view 1 of 4 · score 0.571GPT-6 Luna (max) · Blue City · view 2 of 4 · score 0.571GPT-6 Luna (max) · Blue City · view 3 of 4 · score 0.571GPT-6 Luna (max) · Blue City · view 4 of 4 · score 0.571

Castle River

0.622Detailed 0.364 · Overview 0.730 · Physical 0.553$0.25All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-6 Luna (max) · Castle River · view 1 of 4 · score 0.622GPT-6 Luna (max) · Castle River · view 2 of 4 · score 0.622GPT-6 Luna (max) · Castle River · view 3 of 4 · score 0.622GPT-6 Luna (max) · Castle River · view 4 of 4 · score 0.622

Cyberpunk

0.757Detailed 0.566 · Overview 0.832 · Physical 0.723$0.16All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-6 Luna (max) · Cyberpunk · view 1 of 4 · score 0.757GPT-6 Luna (max) · Cyberpunk · view 2 of 4 · score 0.757GPT-6 Luna (max) · Cyberpunk · view 3 of 4 · score 0.757GPT-6 Luna (max) · Cyberpunk · view 4 of 4 · score 0.757

Egyptian Temple

0.807Detailed 0.772 · Overview 0.783 · Physical 0.914$0.15All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-6 Luna (max) · Egyptian Temple · view 1 of 4 · score 0.807GPT-6 Luna (max) · Egyptian Temple · view 2 of 4 · score 0.807GPT-6 Luna (max) · Egyptian Temple · view 3 of 4 · score 0.807GPT-6 Luna (max) · Egyptian Temple · view 4 of 4 · score 0.807

European Street

0.726Detailed 0.639 · Overview 0.726 · Physical 0.814$0.15All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-6 Luna (max) · European Street · view 1 of 4 · score 0.726GPT-6 Luna (max) · European Street · view 2 of 4 · score 0.726GPT-6 Luna (max) · European Street · view 3 of 4 · score 0.726GPT-6 Luna (max) · European Street · view 4 of 4 · score 0.726

Factory Environment

0.708Detailed 0.737 · Overview 0.632 · Physical 0.906$0.12All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-6 Luna (max) · Factory Environment · view 1 of 4 · score 0.708GPT-6 Luna (max) · Factory Environment · view 2 of 4 · score 0.708GPT-6 Luna (max) · Factory Environment · view 3 of 4 · score 0.708GPT-6 Luna (max) · Factory Environment · view 4 of 4 · score 0.708

Hong Kong

0.856Detailed 0.805 · Overview 0.880 · Physical 0.833$0.22All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-6 Luna (max) · Hong Kong · view 1 of 4 · score 0.856GPT-6 Luna (max) · Hong Kong · view 2 of 4 · score 0.856GPT-6 Luna (max) · Hong Kong · view 3 of 4 · score 0.856GPT-6 Luna (max) · Hong Kong · view 4 of 4 · score 0.856

House of Baeryeom

0.844Detailed 0.718 · Overview 0.834 · Physical 1.000$0.12All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-6 Luna (max) · House of Baeryeom · view 1 of 4 · score 0.844GPT-6 Luna (max) · House of Baeryeom · view 2 of 4 · score 0.844GPT-6 Luna (max) · House of Baeryeom · view 3 of 4 · score 0.844GPT-6 Luna (max) · House of Baeryeom · view 4 of 4 · score 0.844

Medieval Big Farm Town

0.752Detailed 0.625 · Overview 0.738 · Physical 0.922$0.26All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-6 Luna (max) · Medieval Big Farm Town · view 1 of 4 · score 0.752GPT-6 Luna (max) · Medieval Big Farm Town · view 2 of 4 · score 0.752GPT-6 Luna (max) · Medieval Big Farm Town · view 3 of 4 · score 0.752GPT-6 Luna (max) · Medieval Big Farm Town · view 4 of 4 · score 0.752

Medieval Buildings

0.551Detailed 0.613 · Overview 0.442 · Physical 0.815$0.04All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-6 Luna (max) · Medieval Buildings · view 1 of 4 · score 0.551GPT-6 Luna (max) · Medieval Buildings · view 2 of 4 · score 0.551GPT-6 Luna (max) · Medieval Buildings · view 3 of 4 · score 0.551GPT-6 Luna (max) · Medieval Buildings · view 4 of 4 · score 0.551

Nordic Harbour

0.776Detailed 0.533 · Overview 0.807 · Physical 0.927$0.14All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-6 Luna (max) · Nordic Harbour · view 1 of 4 · score 0.776GPT-6 Luna (max) · Nordic Harbour · view 2 of 4 · score 0.776GPT-6 Luna (max) · Nordic Harbour · view 3 of 4 · score 0.776GPT-6 Luna (max) · Nordic Harbour · view 4 of 4 · score 0.776

Paris

0.622Detailed 0.530 · Overview 0.669 · Physical 0.572$0.34All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-6 Luna (max) · Paris · view 1 of 4 · score 0.622GPT-6 Luna (max) · Paris · view 2 of 4 · score 0.622GPT-6 Luna (max) · Paris · view 3 of 4 · score 0.622GPT-6 Luna (max) · Paris · view 4 of 4 · score 0.622

Post-Apocalyptic Stylized Market

0.719Detailed 0.541 · Overview 0.699 · Physical 0.959$0.17All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-6 Luna (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.719GPT-6 Luna (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.719GPT-6 Luna (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.719GPT-6 Luna (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.719

Ruins

0.709Detailed 0.627 · Overview 0.686 · Physical 0.861$0.22All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-6 Luna (max) · Ruins · view 1 of 4 · score 0.709GPT-6 Luna (max) · Ruins · view 2 of 4 · score 0.709GPT-6 Luna (max) · Ruins · view 3 of 4 · score 0.709GPT-6 Luna (max) · Ruins · view 4 of 4 · score 0.709

Sci-Fi Environment Offworld

0.516Detailed 0.562 · Overview 0.340 · Physical 1.000$0.18All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-6 Luna (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.516GPT-6 Luna (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.516GPT-6 Luna (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.516GPT-6 Luna (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.516

New York Street

0.750Detailed 0.654 · Overview 0.819 · Physical 0.636$0.11All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-6 Luna (max) · New York Street · view 1 of 4 · score 0.750GPT-6 Luna (max) · New York Street · view 2 of 4 · score 0.750GPT-6 Luna (max) · New York Street · view 3 of 4 · score 0.750GPT-6 Luna (max) · New York Street · view 4 of 4 · score 0.750

Stylized Elven Valley

0.664Detailed 0.714 · Overview 0.617 · Physical 0.756$0.12All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-6 Luna (max) · Stylized Elven Valley · view 1 of 4 · score 0.664GPT-6 Luna (max) · Stylized Elven Valley · view 2 of 4 · score 0.664GPT-6 Luna (max) · Stylized Elven Valley · view 3 of 4 · score 0.664GPT-6 Luna (max) · Stylized Elven Valley · view 4 of 4 · score 0.664

Urban Decay

0.724Detailed 0.664 · Overview 0.701 · Physical 0.855$0.16All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-6 Luna (max) · Urban Decay · view 1 of 4 · score 0.724GPT-6 Luna (max) · Urban Decay · view 2 of 4 · score 0.724GPT-6 Luna (max) · Urban Decay · view 3 of 4 · score 0.724GPT-6 Luna (max) · Urban Decay · view 4 of 4 · score 0.724

Winter Town

0.526Detailed 0.392 · Overview 0.497 · Physical 0.747$0.20All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-6 Luna (max) · Winter Town · view 1 of 4 · score 0.526GPT-6 Luna (max) · Winter Town · view 2 of 4 · score 0.526GPT-6 Luna (max) · Winter Town · view 3 of 4 · score 0.526GPT-6 Luna (max) · Winter Town · view 4 of 4 · score 0.526
diff --git a/gallery/model/gpt-6.1-sol-max.html b/gallery/model/gpt-6.1-sol-max.html index 07f350a5b5e24e9c9797f42b1aa429036324d8b1..962d01605ab4f771eb8186c699eb9adb957b58d7 100644 --- a/gallery/model/gpt-6.1-sol-max.html +++ b/gallery/model/gpt-6.1-sol-max.html @@ -10,7 +10,7 @@
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GPT-6.1 Sol (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank5 of 34
Score0.784
Detailed0.742
Overview0.778
Physical0.845
Median cost$2.59

Abandoned Psychiatric Hospital

0.734Detailed 0.536 · Overview 0.714 · Physical 0.990$4.09All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.734GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.734GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.734GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.734

Blue City

0.834Detailed 0.775 · Overview 0.804 · Physical 0.985$2.11All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-6.1 Sol (max) · Blue City · view 1 of 4 · score 0.834GPT-6.1 Sol (max) · Blue City · view 2 of 4 · score 0.834GPT-6.1 Sol (max) · Blue City · view 3 of 4 · score 0.834GPT-6.1 Sol (max) · Blue City · view 4 of 4 · score 0.834

Castle River

0.636Detailed 0.618 · Overview 0.705 · Physical 0.448$2.12All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-6.1 Sol (max) · Castle River · view 1 of 4 · score 0.636GPT-6.1 Sol (max) · Castle River · view 2 of 4 · score 0.636GPT-6.1 Sol (max) · Castle River · view 3 of 4 · score 0.636GPT-6.1 Sol (max) · Castle River · view 4 of 4 · score 0.636

Cyberpunk

0.840Detailed 0.885 · Overview 0.776 · Physical 0.985$1.63All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-6.1 Sol (max) · Cyberpunk · view 1 of 4 · score 0.840GPT-6.1 Sol (max) · Cyberpunk · view 2 of 4 · score 0.840GPT-6.1 Sol (max) · Cyberpunk · view 3 of 4 · score 0.840GPT-6.1 Sol (max) · Cyberpunk · view 4 of 4 · score 0.840

Egyptian Temple

0.766Detailed 0.813 · Overview 0.790 · Physical 0.647$1.45All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-6.1 Sol (max) · Egyptian Temple · view 1 of 4 · score 0.766GPT-6.1 Sol (max) · Egyptian Temple · view 2 of 4 · score 0.766GPT-6.1 Sol (max) · Egyptian Temple · view 3 of 4 · score 0.766GPT-6.1 Sol (max) · Egyptian Temple · view 4 of 4 · score 0.766

European Street

0.572Detailed 0.627 · Overview 0.412 · Physical 1.000$2.65All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-6.1 Sol (max) · European Street · view 1 of 4 · score 0.572GPT-6.1 Sol (max) · European Street · view 2 of 4 · score 0.572GPT-6.1 Sol (max) · European Street · view 3 of 4 · score 0.572GPT-6.1 Sol (max) · European Street · view 4 of 4 · score 0.572

Factory Environment

0.863Detailed 0.813 · Overview 0.889 · Physical 0.832$2.54All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-6.1 Sol (max) · Factory Environment · view 1 of 4 · score 0.863GPT-6.1 Sol (max) · Factory Environment · view 2 of 4 · score 0.863GPT-6.1 Sol (max) · Factory Environment · view 3 of 4 · score 0.863GPT-6.1 Sol (max) · Factory Environment · view 4 of 4 · score 0.863

Hong Kong

0.689Detailed 0.783 · Overview 0.658 · Physical 0.687$1.45All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-6.1 Sol (max) · Hong Kong · view 1 of 4 · score 0.689GPT-6.1 Sol (max) · Hong Kong · view 2 of 4 · score 0.689GPT-6.1 Sol (max) · Hong Kong · view 3 of 4 · score 0.689GPT-6.1 Sol (max) · Hong Kong · view 4 of 4 · score 0.689

House of Baeryeom

0.834Detailed 0.716 · Overview 0.818 · Physical 1.000$3.18All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-6.1 Sol (max) · House of Baeryeom · view 1 of 4 · score 0.834GPT-6.1 Sol (max) · House of Baeryeom · view 2 of 4 · score 0.834GPT-6.1 Sol (max) · House of Baeryeom · view 3 of 4 · score 0.834GPT-6.1 Sol (max) · House of Baeryeom · view 4 of 4 · score 0.834

Medieval Big Farm Town

0.782Detailed 0.772 · Overview 0.738 · Physical 0.926$3.86All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-6.1 Sol (max) · Medieval Big Farm Town · view 1 of 4 · score 0.782GPT-6.1 Sol (max) · Medieval Big Farm Town · view 2 of 4 · score 0.782GPT-6.1 Sol (max) · Medieval Big Farm Town · view 3 of 4 · score 0.782GPT-6.1 Sol (max) · Medieval Big Farm Town · view 4 of 4 · score 0.782

Medieval Buildings

0.832Detailed 0.760 · Overview 0.800 · Physical 1.000$2.64All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-6.1 Sol (max) · Medieval Buildings · view 1 of 4 · score 0.832GPT-6.1 Sol (max) · Medieval Buildings · view 2 of 4 · score 0.832GPT-6.1 Sol (max) · Medieval Buildings · view 3 of 4 · score 0.832GPT-6.1 Sol (max) · Medieval Buildings · view 4 of 4 · score 0.832

Nordic Harbour

0.860Detailed 0.709 · Overview 0.886 · Physical 0.930$3.29All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-6.1 Sol (max) · Nordic Harbour · view 1 of 4 · score 0.860GPT-6.1 Sol (max) · Nordic Harbour · view 2 of 4 · score 0.860GPT-6.1 Sol (max) · Nordic Harbour · view 3 of 4 · score 0.860GPT-6.1 Sol (max) · Nordic Harbour · view 4 of 4 · score 0.860

Paris

0.708Detailed 0.684 · Overview 0.786 · Physical 0.500$8.62All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-6.1 Sol (max) · Paris · view 1 of 4 · score 0.708GPT-6.1 Sol (max) · Paris · view 2 of 4 · score 0.708GPT-6.1 Sol (max) · Paris · view 3 of 4 · score 0.708GPT-6.1 Sol (max) · Paris · view 4 of 4 · score 0.708

Post-Apocalyptic Stylized Market

0.828Detailed 0.810 · Overview 0.797 · Physical 0.940$2.18All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.828GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.828GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.828GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.828

Ruins

0.782Detailed 0.677 · Overview 0.786 · Physical 0.874$4.32All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-6.1 Sol (max) · Ruins · view 1 of 4 · score 0.782GPT-6.1 Sol (max) · Ruins · view 2 of 4 · score 0.782GPT-6.1 Sol (max) · Ruins · view 3 of 4 · score 0.782GPT-6.1 Sol (max) · Ruins · view 4 of 4 · score 0.782

Sci-Fi Environment Offworld

0.878Detailed 0.770 · Overview 0.889 · Physical 0.950$1.57All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.878GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.878GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.878GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.878

New York Street

0.752Detailed 0.585 · Overview 0.740 · Physical 0.954$3.19All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-6.1 Sol (max) · New York Street · view 1 of 4 · score 0.752GPT-6.1 Sol (max) · New York Street · view 2 of 4 · score 0.752GPT-6.1 Sol (max) · New York Street · view 3 of 4 · score 0.752GPT-6.1 Sol (max) · New York Street · view 4 of 4 · score 0.752

Stylized Elven Valley

0.832Detailed 0.873 · Overview 0.871 · Physical 0.675$1.79All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-6.1 Sol (max) · Stylized Elven Valley · view 1 of 4 · score 0.832GPT-6.1 Sol (max) · Stylized Elven Valley · view 2 of 4 · score 0.832GPT-6.1 Sol (max) · Stylized Elven Valley · view 3 of 4 · score 0.832GPT-6.1 Sol (max) · Stylized Elven Valley · view 4 of 4 · score 0.832

Urban Decay

0.768Detailed 0.846 · Overview 0.792 · Physical 0.618$1.52All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-6.1 Sol (max) · Urban Decay · view 1 of 4 · score 0.768GPT-6.1 Sol (max) · Urban Decay · view 2 of 4 · score 0.768GPT-6.1 Sol (max) · Urban Decay · view 3 of 4 · score 0.768GPT-6.1 Sol (max) · Urban Decay · view 4 of 4 · score 0.768

Winter Town

0.893Detailed 0.797 · Overview 0.899 · Physical 0.969$2.96All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-6.1 Sol (max) · Winter Town · view 1 of 4 · score 0.893GPT-6.1 Sol (max) · Winter Town · view 2 of 4 · score 0.893GPT-6.1 Sol (max) · Winter Town · view 3 of 4 · score 0.893GPT-6.1 Sol (max) · Winter Town · view 4 of 4 · score 0.893
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GPT-6.1 Sol (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank6 of 35
Score0.784
Detailed0.742
Overview0.778
Physical0.845
Median cost$2.59

Abandoned Psychiatric Hospital

0.734Detailed 0.536 · Overview 0.714 · Physical 0.990$4.09All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.734GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.734GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.734GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.734

Blue City

0.834Detailed 0.775 · Overview 0.804 · Physical 0.985$2.11All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-6.1 Sol (max) · Blue City · view 1 of 4 · score 0.834GPT-6.1 Sol (max) · Blue City · view 2 of 4 · score 0.834GPT-6.1 Sol (max) · Blue City · view 3 of 4 · score 0.834GPT-6.1 Sol (max) · Blue City · view 4 of 4 · score 0.834

Castle River

0.636Detailed 0.618 · Overview 0.705 · Physical 0.448$2.12All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-6.1 Sol (max) · Castle River · view 1 of 4 · score 0.636GPT-6.1 Sol (max) · Castle River · view 2 of 4 · score 0.636GPT-6.1 Sol (max) · Castle River · view 3 of 4 · score 0.636GPT-6.1 Sol (max) · Castle River · view 4 of 4 · score 0.636

Cyberpunk

0.840Detailed 0.885 · Overview 0.776 · Physical 0.985$1.63All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-6.1 Sol (max) · Cyberpunk · view 1 of 4 · score 0.840GPT-6.1 Sol (max) · Cyberpunk · view 2 of 4 · score 0.840GPT-6.1 Sol (max) · Cyberpunk · view 3 of 4 · score 0.840GPT-6.1 Sol (max) · Cyberpunk · view 4 of 4 · score 0.840

Egyptian Temple

0.766Detailed 0.813 · Overview 0.790 · Physical 0.647$1.45All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-6.1 Sol (max) · Egyptian Temple · view 1 of 4 · score 0.766GPT-6.1 Sol (max) · Egyptian Temple · view 2 of 4 · score 0.766GPT-6.1 Sol (max) · Egyptian Temple · view 3 of 4 · score 0.766GPT-6.1 Sol (max) · Egyptian Temple · view 4 of 4 · score 0.766

European Street

0.572Detailed 0.627 · Overview 0.412 · Physical 1.000$2.65All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-6.1 Sol (max) · European Street · view 1 of 4 · score 0.572GPT-6.1 Sol (max) · European Street · view 2 of 4 · score 0.572GPT-6.1 Sol (max) · European Street · view 3 of 4 · score 0.572GPT-6.1 Sol (max) · European Street · view 4 of 4 · score 0.572

Factory Environment

0.863Detailed 0.813 · Overview 0.889 · Physical 0.832$2.54All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-6.1 Sol (max) · Factory Environment · view 1 of 4 · score 0.863GPT-6.1 Sol (max) · Factory Environment · view 2 of 4 · score 0.863GPT-6.1 Sol (max) · Factory Environment · view 3 of 4 · score 0.863GPT-6.1 Sol (max) · Factory Environment · view 4 of 4 · score 0.863

Hong Kong

0.689Detailed 0.783 · Overview 0.658 · Physical 0.687$1.45All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-6.1 Sol (max) · Hong Kong · view 1 of 4 · score 0.689GPT-6.1 Sol (max) · Hong Kong · view 2 of 4 · score 0.689GPT-6.1 Sol (max) · Hong Kong · view 3 of 4 · score 0.689GPT-6.1 Sol (max) · Hong Kong · view 4 of 4 · score 0.689

House of Baeryeom

0.834Detailed 0.716 · Overview 0.818 · Physical 1.000$3.18All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-6.1 Sol (max) · House of Baeryeom · view 1 of 4 · score 0.834GPT-6.1 Sol (max) · House of Baeryeom · view 2 of 4 · score 0.834GPT-6.1 Sol (max) · House of Baeryeom · view 3 of 4 · score 0.834GPT-6.1 Sol (max) · House of Baeryeom · view 4 of 4 · score 0.834

Medieval Big Farm Town

0.782Detailed 0.772 · Overview 0.738 · Physical 0.926$3.86All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-6.1 Sol (max) · Medieval Big Farm Town · view 1 of 4 · score 0.782GPT-6.1 Sol (max) · Medieval Big Farm Town · view 2 of 4 · score 0.782GPT-6.1 Sol (max) · Medieval Big Farm Town · view 3 of 4 · score 0.782GPT-6.1 Sol (max) · Medieval Big Farm Town · view 4 of 4 · score 0.782

Medieval Buildings

0.832Detailed 0.760 · Overview 0.800 · Physical 1.000$2.64All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-6.1 Sol (max) · Medieval Buildings · view 1 of 4 · score 0.832GPT-6.1 Sol (max) · Medieval Buildings · view 2 of 4 · score 0.832GPT-6.1 Sol (max) · Medieval Buildings · view 3 of 4 · score 0.832GPT-6.1 Sol (max) · Medieval Buildings · view 4 of 4 · score 0.832

Nordic Harbour

0.860Detailed 0.709 · Overview 0.886 · Physical 0.930$3.29All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-6.1 Sol (max) · Nordic Harbour · view 1 of 4 · score 0.860GPT-6.1 Sol (max) · Nordic Harbour · view 2 of 4 · score 0.860GPT-6.1 Sol (max) · Nordic Harbour · view 3 of 4 · score 0.860GPT-6.1 Sol (max) · Nordic Harbour · view 4 of 4 · score 0.860

Paris

0.708Detailed 0.684 · Overview 0.786 · Physical 0.500$8.62All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-6.1 Sol (max) · Paris · view 1 of 4 · score 0.708GPT-6.1 Sol (max) · Paris · view 2 of 4 · score 0.708GPT-6.1 Sol (max) · Paris · view 3 of 4 · score 0.708GPT-6.1 Sol (max) · Paris · view 4 of 4 · score 0.708

Post-Apocalyptic Stylized Market

0.828Detailed 0.810 · Overview 0.797 · Physical 0.940$2.18All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.828GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.828GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.828GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.828

Ruins

0.782Detailed 0.677 · Overview 0.786 · Physical 0.874$4.32All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-6.1 Sol (max) · Ruins · view 1 of 4 · score 0.782GPT-6.1 Sol (max) · Ruins · view 2 of 4 · score 0.782GPT-6.1 Sol (max) · Ruins · view 3 of 4 · score 0.782GPT-6.1 Sol (max) · Ruins · view 4 of 4 · score 0.782

Sci-Fi Environment Offworld

0.878Detailed 0.770 · Overview 0.889 · Physical 0.950$1.57All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.878GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.878GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.878GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.878

New York Street

0.752Detailed 0.585 · Overview 0.740 · Physical 0.954$3.19All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-6.1 Sol (max) · New York Street · view 1 of 4 · score 0.752GPT-6.1 Sol (max) · New York Street · view 2 of 4 · score 0.752GPT-6.1 Sol (max) · New York Street · view 3 of 4 · score 0.752GPT-6.1 Sol (max) · New York Street · view 4 of 4 · score 0.752

Stylized Elven Valley

0.832Detailed 0.873 · Overview 0.871 · Physical 0.675$1.79All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-6.1 Sol (max) · Stylized Elven Valley · view 1 of 4 · score 0.832GPT-6.1 Sol (max) · Stylized Elven Valley · view 2 of 4 · score 0.832GPT-6.1 Sol (max) · Stylized Elven Valley · view 3 of 4 · score 0.832GPT-6.1 Sol (max) · Stylized Elven Valley · view 4 of 4 · score 0.832

Urban Decay

0.768Detailed 0.846 · Overview 0.792 · Physical 0.618$1.52All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-6.1 Sol (max) · Urban Decay · view 1 of 4 · score 0.768GPT-6.1 Sol (max) · Urban Decay · view 2 of 4 · score 0.768GPT-6.1 Sol (max) · Urban Decay · view 3 of 4 · score 0.768GPT-6.1 Sol (max) · Urban Decay · view 4 of 4 · score 0.768

Winter Town

0.893Detailed 0.797 · Overview 0.899 · Physical 0.969$2.96All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-6.1 Sol (max) · Winter Town · view 1 of 4 · score 0.893GPT-6.1 Sol (max) · Winter Town · view 2 of 4 · score 0.893GPT-6.1 Sol (max) · Winter Town · view 3 of 4 · score 0.893GPT-6.1 Sol (max) · Winter Town · view 4 of 4 · score 0.893
diff --git a/gallery/model/gpt-6.1-terra-max.html b/gallery/model/gpt-6.1-terra-max.html index 9a6700725a2bcd734df3a105cb42d47f1d906b9c..4adf06d3931c622ffb4f02b1d593c9f6af90c5ff 100644 --- a/gallery/model/gpt-6.1-terra-max.html +++ b/gallery/model/gpt-6.1-terra-max.html @@ -10,7 +10,7 @@
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GPT-6.1 Terra (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank7 of 34
Score0.756
Detailed0.726
Overview0.750
Physical0.802
Median cost$1.43

Abandoned Psychiatric Hospital

0.766Detailed 0.750 · Overview 0.711 · Physical 0.947$1.91All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-6.1 Terra (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.766GPT-6.1 Terra (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.766GPT-6.1 Terra (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.766GPT-6.1 Terra (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.766

Blue City

0.704Detailed 0.738 · Overview 0.642 · Physical 0.857$1.27All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-6.1 Terra (max) · Blue City · view 1 of 4 · score 0.704GPT-6.1 Terra (max) · Blue City · view 2 of 4 · score 0.704GPT-6.1 Terra (max) · Blue City · view 3 of 4 · score 0.704GPT-6.1 Terra (max) · Blue City · view 4 of 4 · score 0.704

Castle River

0.711Detailed 0.748 · Overview 0.803 · Physical 0.401$2.18All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-6.1 Terra (max) · Castle River · view 1 of 4 · score 0.711GPT-6.1 Terra (max) · Castle River · view 2 of 4 · score 0.711GPT-6.1 Terra (max) · Castle River · view 3 of 4 · score 0.711GPT-6.1 Terra (max) · Castle River · view 4 of 4 · score 0.711

Cyberpunk

0.840Detailed 0.693 · Overview 0.841 · Physical 0.986$1.71All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-6.1 Terra (max) · Cyberpunk · view 1 of 4 · score 0.840GPT-6.1 Terra (max) · Cyberpunk · view 2 of 4 · score 0.840GPT-6.1 Terra (max) · Cyberpunk · view 3 of 4 · score 0.840GPT-6.1 Terra (max) · Cyberpunk · view 4 of 4 · score 0.840

Egyptian Temple

0.768Detailed 0.878 · Overview 0.797 · Physical 0.570$0.81All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-6.1 Terra (max) · Egyptian Temple · view 1 of 4 · score 0.768GPT-6.1 Terra (max) · Egyptian Temple · view 2 of 4 · score 0.768GPT-6.1 Terra (max) · Egyptian Temple · view 3 of 4 · score 0.768GPT-6.1 Terra (max) · Egyptian Temple · view 4 of 4 · score 0.768

European Street

0.643Detailed 0.675 · Overview 0.555 · Physical 0.876$0.37All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-6.1 Terra (max) · European Street · view 1 of 4 · score 0.643GPT-6.1 Terra (max) · European Street · view 2 of 4 · score 0.643GPT-6.1 Terra (max) · European Street · view 3 of 4 · score 0.643GPT-6.1 Terra (max) · European Street · view 4 of 4 · score 0.643

Factory Environment

0.799Detailed 0.793 · Overview 0.751 · Physical 0.948$1.03All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-6.1 Terra (max) · Factory Environment · view 1 of 4 · score 0.799GPT-6.1 Terra (max) · Factory Environment · view 2 of 4 · score 0.799GPT-6.1 Terra (max) · Factory Environment · view 3 of 4 · score 0.799GPT-6.1 Terra (max) · Factory Environment · view 4 of 4 · score 0.799

Hong Kong

0.774Detailed 0.827 · Overview 0.796 · Physical 0.653$1.66All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-6.1 Terra (max) · Hong Kong · view 1 of 4 · score 0.774GPT-6.1 Terra (max) · Hong Kong · view 2 of 4 · score 0.774GPT-6.1 Terra (max) · Hong Kong · view 3 of 4 · score 0.774GPT-6.1 Terra (max) · Hong Kong · view 4 of 4 · score 0.774

House of Baeryeom

0.806Detailed 0.716 · Overview 0.779 · Physical 0.976$1.34All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-6.1 Terra (max) · House of Baeryeom · view 1 of 4 · score 0.806GPT-6.1 Terra (max) · House of Baeryeom · view 2 of 4 · score 0.806GPT-6.1 Terra (max) · House of Baeryeom · view 3 of 4 · score 0.806GPT-6.1 Terra (max) · House of Baeryeom · view 4 of 4 · score 0.806

Medieval Big Farm Town

0.781Detailed 0.818 · Overview 0.802 · Physical 0.678$1.18All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-6.1 Terra (max) · Medieval Big Farm Town · view 1 of 4 · score 0.781GPT-6.1 Terra (max) · Medieval Big Farm Town · view 2 of 4 · score 0.781GPT-6.1 Terra (max) · Medieval Big Farm Town · view 3 of 4 · score 0.781GPT-6.1 Terra (max) · Medieval Big Farm Town · view 4 of 4 · score 0.781

Medieval Buildings

0.825Detailed 0.750 · Overview 0.791 · Physical 1.000$2.69All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-6.1 Terra (max) · Medieval Buildings · view 1 of 4 · score 0.825GPT-6.1 Terra (max) · Medieval Buildings · view 2 of 4 · score 0.825GPT-6.1 Terra (max) · Medieval Buildings · view 3 of 4 · score 0.825GPT-6.1 Terra (max) · Medieval Buildings · view 4 of 4 · score 0.825

Nordic Harbour

0.644Detailed 0.279 · Overview 0.814 · Physical 0.500$1.30All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-6.1 Terra (max) · Nordic Harbour · view 1 of 4 · score 0.644GPT-6.1 Terra (max) · Nordic Harbour · view 2 of 4 · score 0.644GPT-6.1 Terra (max) · Nordic Harbour · view 3 of 4 · score 0.644GPT-6.1 Terra (max) · Nordic Harbour · view 4 of 4 · score 0.644

Paris

0.655Detailed 0.686 · Overview 0.682 · Physical 0.544$4.10All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-6.1 Terra (max) · Paris · view 1 of 4 · score 0.655GPT-6.1 Terra (max) · Paris · view 2 of 4 · score 0.655GPT-6.1 Terra (max) · Paris · view 3 of 4 · score 0.655GPT-6.1 Terra (max) · Paris · view 4 of 4 · score 0.655

Post-Apocalyptic Stylized Market

0.734Detailed 0.764 · Overview 0.661 · Physical 0.925$0.77All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-6.1 Terra (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.734GPT-6.1 Terra (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.734GPT-6.1 Terra (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.734GPT-6.1 Terra (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.734

Ruins

0.746Detailed 0.663 · Overview 0.831 · Physical 0.574$2.60All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-6.1 Terra (max) · Ruins · view 1 of 4 · score 0.746GPT-6.1 Terra (max) · Ruins · view 2 of 4 · score 0.746GPT-6.1 Terra (max) · Ruins · view 3 of 4 · score 0.746GPT-6.1 Terra (max) · Ruins · view 4 of 4 · score 0.746

Sci-Fi Environment Offworld

0.819Detailed 0.737 · Overview 0.796 · Physical 0.972$0.57All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-6.1 Terra (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.819GPT-6.1 Terra (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.819GPT-6.1 Terra (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.819GPT-6.1 Terra (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.819

New York Street

0.770Detailed 0.719 · Overview 0.712 · Physical 0.995$1.27All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-6.1 Terra (max) · New York Street · view 1 of 4 · score 0.770GPT-6.1 Terra (max) · New York Street · view 2 of 4 · score 0.770GPT-6.1 Terra (max) · New York Street · view 3 of 4 · score 0.770GPT-6.1 Terra (max) · New York Street · view 4 of 4 · score 0.770

Stylized Elven Valley

0.804Detailed 0.883 · Overview 0.807 · Physical 0.717$1.52All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-6.1 Terra (max) · Stylized Elven Valley · view 1 of 4 · score 0.804GPT-6.1 Terra (max) · Stylized Elven Valley · view 2 of 4 · score 0.804GPT-6.1 Terra (max) · Stylized Elven Valley · view 3 of 4 · score 0.804GPT-6.1 Terra (max) · Stylized Elven Valley · view 4 of 4 · score 0.804

Urban Decay

0.766Detailed 0.734 · Overview 0.704 · Physical 0.984$2.29All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-6.1 Terra (max) · Urban Decay · view 1 of 4 · score 0.766GPT-6.1 Terra (max) · Urban Decay · view 2 of 4 · score 0.766GPT-6.1 Terra (max) · Urban Decay · view 3 of 4 · score 0.766GPT-6.1 Terra (max) · Urban Decay · view 4 of 4 · score 0.766

Winter Town

0.759Detailed 0.680 · Overview 0.724 · Physical 0.940$4.30All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-6.1 Terra (max) · Winter Town · view 1 of 4 · score 0.759GPT-6.1 Terra (max) · Winter Town · view 2 of 4 · score 0.759GPT-6.1 Terra (max) · Winter Town · view 3 of 4 · score 0.759GPT-6.1 Terra (max) · Winter Town · view 4 of 4 · score 0.759
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GPT-6.1 Terra (max)

OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank8 of 35
Score0.756
Detailed0.726
Overview0.750
Physical0.802
Median cost$1.43

Abandoned Psychiatric Hospital

0.766Detailed 0.750 · Overview 0.711 · Physical 0.947$1.91All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

GPT-6.1 Terra (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.766GPT-6.1 Terra (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.766GPT-6.1 Terra (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.766GPT-6.1 Terra (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.766

Blue City

0.704Detailed 0.738 · Overview 0.642 · Physical 0.857$1.27All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

GPT-6.1 Terra (max) · Blue City · view 1 of 4 · score 0.704GPT-6.1 Terra (max) · Blue City · view 2 of 4 · score 0.704GPT-6.1 Terra (max) · Blue City · view 3 of 4 · score 0.704GPT-6.1 Terra (max) · Blue City · view 4 of 4 · score 0.704

Castle River

0.711Detailed 0.748 · Overview 0.803 · Physical 0.401$2.18All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

GPT-6.1 Terra (max) · Castle River · view 1 of 4 · score 0.711GPT-6.1 Terra (max) · Castle River · view 2 of 4 · score 0.711GPT-6.1 Terra (max) · Castle River · view 3 of 4 · score 0.711GPT-6.1 Terra (max) · Castle River · view 4 of 4 · score 0.711

Cyberpunk

0.840Detailed 0.693 · Overview 0.841 · Physical 0.986$1.71All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

GPT-6.1 Terra (max) · Cyberpunk · view 1 of 4 · score 0.840GPT-6.1 Terra (max) · Cyberpunk · view 2 of 4 · score 0.840GPT-6.1 Terra (max) · Cyberpunk · view 3 of 4 · score 0.840GPT-6.1 Terra (max) · Cyberpunk · view 4 of 4 · score 0.840

Egyptian Temple

0.768Detailed 0.878 · Overview 0.797 · Physical 0.570$0.81All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

GPT-6.1 Terra (max) · Egyptian Temple · view 1 of 4 · score 0.768GPT-6.1 Terra (max) · Egyptian Temple · view 2 of 4 · score 0.768GPT-6.1 Terra (max) · Egyptian Temple · view 3 of 4 · score 0.768GPT-6.1 Terra (max) · Egyptian Temple · view 4 of 4 · score 0.768

European Street

0.643Detailed 0.675 · Overview 0.555 · Physical 0.876$0.37All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

GPT-6.1 Terra (max) · European Street · view 1 of 4 · score 0.643GPT-6.1 Terra (max) · European Street · view 2 of 4 · score 0.643GPT-6.1 Terra (max) · European Street · view 3 of 4 · score 0.643GPT-6.1 Terra (max) · European Street · view 4 of 4 · score 0.643

Factory Environment

0.799Detailed 0.793 · Overview 0.751 · Physical 0.948$1.03All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

GPT-6.1 Terra (max) · Factory Environment · view 1 of 4 · score 0.799GPT-6.1 Terra (max) · Factory Environment · view 2 of 4 · score 0.799GPT-6.1 Terra (max) · Factory Environment · view 3 of 4 · score 0.799GPT-6.1 Terra (max) · Factory Environment · view 4 of 4 · score 0.799

Hong Kong

0.774Detailed 0.827 · Overview 0.796 · Physical 0.653$1.66All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

GPT-6.1 Terra (max) · Hong Kong · view 1 of 4 · score 0.774GPT-6.1 Terra (max) · Hong Kong · view 2 of 4 · score 0.774GPT-6.1 Terra (max) · Hong Kong · view 3 of 4 · score 0.774GPT-6.1 Terra (max) · Hong Kong · view 4 of 4 · score 0.774

House of Baeryeom

0.806Detailed 0.716 · Overview 0.779 · Physical 0.976$1.34All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

GPT-6.1 Terra (max) · House of Baeryeom · view 1 of 4 · score 0.806GPT-6.1 Terra (max) · House of Baeryeom · view 2 of 4 · score 0.806GPT-6.1 Terra (max) · House of Baeryeom · view 3 of 4 · score 0.806GPT-6.1 Terra (max) · House of Baeryeom · view 4 of 4 · score 0.806

Medieval Big Farm Town

0.781Detailed 0.818 · Overview 0.802 · Physical 0.678$1.18All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

GPT-6.1 Terra (max) · Medieval Big Farm Town · view 1 of 4 · score 0.781GPT-6.1 Terra (max) · Medieval Big Farm Town · view 2 of 4 · score 0.781GPT-6.1 Terra (max) · Medieval Big Farm Town · view 3 of 4 · score 0.781GPT-6.1 Terra (max) · Medieval Big Farm Town · view 4 of 4 · score 0.781

Medieval Buildings

0.825Detailed 0.750 · Overview 0.791 · Physical 1.000$2.69All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

GPT-6.1 Terra (max) · Medieval Buildings · view 1 of 4 · score 0.825GPT-6.1 Terra (max) · Medieval Buildings · view 2 of 4 · score 0.825GPT-6.1 Terra (max) · Medieval Buildings · view 3 of 4 · score 0.825GPT-6.1 Terra (max) · Medieval Buildings · view 4 of 4 · score 0.825

Nordic Harbour

0.644Detailed 0.279 · Overview 0.814 · Physical 0.500$1.30All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

GPT-6.1 Terra (max) · Nordic Harbour · view 1 of 4 · score 0.644GPT-6.1 Terra (max) · Nordic Harbour · view 2 of 4 · score 0.644GPT-6.1 Terra (max) · Nordic Harbour · view 3 of 4 · score 0.644GPT-6.1 Terra (max) · Nordic Harbour · view 4 of 4 · score 0.644

Paris

0.655Detailed 0.686 · Overview 0.682 · Physical 0.544$4.10All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

GPT-6.1 Terra (max) · Paris · view 1 of 4 · score 0.655GPT-6.1 Terra (max) · Paris · view 2 of 4 · score 0.655GPT-6.1 Terra (max) · Paris · view 3 of 4 · score 0.655GPT-6.1 Terra (max) · Paris · view 4 of 4 · score 0.655

Post-Apocalyptic Stylized Market

0.734Detailed 0.764 · Overview 0.661 · Physical 0.925$0.77All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

GPT-6.1 Terra (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.734GPT-6.1 Terra (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.734GPT-6.1 Terra (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.734GPT-6.1 Terra (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.734

Ruins

0.746Detailed 0.663 · Overview 0.831 · Physical 0.574$2.60All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

GPT-6.1 Terra (max) · Ruins · view 1 of 4 · score 0.746GPT-6.1 Terra (max) · Ruins · view 2 of 4 · score 0.746GPT-6.1 Terra (max) · Ruins · view 3 of 4 · score 0.746GPT-6.1 Terra (max) · Ruins · view 4 of 4 · score 0.746

Sci-Fi Environment Offworld

0.819Detailed 0.737 · Overview 0.796 · Physical 0.972$0.57All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

GPT-6.1 Terra (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.819GPT-6.1 Terra (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.819GPT-6.1 Terra (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.819GPT-6.1 Terra (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.819

New York Street

0.770Detailed 0.719 · Overview 0.712 · Physical 0.995$1.27All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

GPT-6.1 Terra (max) · New York Street · view 1 of 4 · score 0.770GPT-6.1 Terra (max) · New York Street · view 2 of 4 · score 0.770GPT-6.1 Terra (max) · New York Street · view 3 of 4 · score 0.770GPT-6.1 Terra (max) · New York Street · view 4 of 4 · score 0.770

Stylized Elven Valley

0.804Detailed 0.883 · Overview 0.807 · Physical 0.717$1.52All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

GPT-6.1 Terra (max) · Stylized Elven Valley · view 1 of 4 · score 0.804GPT-6.1 Terra (max) · Stylized Elven Valley · view 2 of 4 · score 0.804GPT-6.1 Terra (max) · Stylized Elven Valley · view 3 of 4 · score 0.804GPT-6.1 Terra (max) · Stylized Elven Valley · view 4 of 4 · score 0.804

Urban Decay

0.766Detailed 0.734 · Overview 0.704 · Physical 0.984$2.29All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

GPT-6.1 Terra (max) · Urban Decay · view 1 of 4 · score 0.766GPT-6.1 Terra (max) · Urban Decay · view 2 of 4 · score 0.766GPT-6.1 Terra (max) · Urban Decay · view 3 of 4 · score 0.766GPT-6.1 Terra (max) · Urban Decay · view 4 of 4 · score 0.766

Winter Town

0.759Detailed 0.680 · Overview 0.724 · Physical 0.940$4.30All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

GPT-6.1 Terra (max) · Winter Town · view 1 of 4 · score 0.759GPT-6.1 Terra (max) · Winter Town · view 2 of 4 · score 0.759GPT-6.1 Terra (max) · Winter Town · view 3 of 4 · score 0.759GPT-6.1 Terra (max) · Winter Town · view 4 of 4 · score 0.759
diff --git a/gallery/model/grok-4.6-xhigh.html b/gallery/model/grok-4.6-xhigh.html index ab89d1a466995b7c6c42db4ed2e400aba75c7e04..4c489444bf22127ea55ed6d17feddc9f90a4b35c 100644 --- a/gallery/model/grok-4.6-xhigh.html +++ b/gallery/model/grok-4.6-xhigh.html @@ -10,7 +10,7 @@
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Grok 4.6 (xhigh)

xAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank16 of 34
Score0.696
Detailed0.643
Overview0.717
Physical0.689
Median cost$7.41

Abandoned Psychiatric Hospital

0.715Detailed 0.593 · Overview 0.720 · Physical 0.821$10.84All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.715Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.715Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.715Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.715

Blue City

0.571Detailed 0.460 · Overview 0.501 · Physical 0.894$7.25All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Grok 4.6 (xhigh) · Blue City · view 1 of 4 · score 0.571Grok 4.6 (xhigh) · Blue City · view 2 of 4 · score 0.571Grok 4.6 (xhigh) · Blue City · view 3 of 4 · score 0.571Grok 4.6 (xhigh) · Blue City · view 4 of 4 · score 0.571

Castle River

0.645Detailed 0.643 · Overview 0.704 · Physical 0.471$7.99All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Grok 4.6 (xhigh) · Castle River · view 1 of 4 · score 0.645Grok 4.6 (xhigh) · Castle River · view 2 of 4 · score 0.645Grok 4.6 (xhigh) · Castle River · view 3 of 4 · score 0.645Grok 4.6 (xhigh) · Castle River · view 4 of 4 · score 0.645

Cyberpunk

0.671Detailed 0.363 · Overview 0.730 · Physical 0.801$12.69All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Grok 4.6 (xhigh) · Cyberpunk · view 1 of 4 · score 0.671Grok 4.6 (xhigh) · Cyberpunk · view 2 of 4 · score 0.671Grok 4.6 (xhigh) · Cyberpunk · view 3 of 4 · score 0.671Grok 4.6 (xhigh) · Cyberpunk · view 4 of 4 · score 0.671

Egyptian Temple

0.705Detailed 0.800 · Overview 0.713 · Physical 0.589$7.57All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Grok 4.6 (xhigh) · Egyptian Temple · view 1 of 4 · score 0.705Grok 4.6 (xhigh) · Egyptian Temple · view 2 of 4 · score 0.705Grok 4.6 (xhigh) · Egyptian Temple · view 3 of 4 · score 0.705Grok 4.6 (xhigh) · Egyptian Temple · view 4 of 4 · score 0.705

European Street

0.637Detailed 0.712 · Overview 0.533 · Physical 0.875$5.75All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Grok 4.6 (xhigh) · European Street · view 1 of 4 · score 0.637Grok 4.6 (xhigh) · European Street · view 2 of 4 · score 0.637Grok 4.6 (xhigh) · European Street · view 3 of 4 · score 0.637Grok 4.6 (xhigh) · European Street · view 4 of 4 · score 0.637

Factory Environment

0.839Detailed 0.757 · Overview 0.823 · Physical 0.967$9.00All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Grok 4.6 (xhigh) · Factory Environment · view 1 of 4 · score 0.839Grok 4.6 (xhigh) · Factory Environment · view 2 of 4 · score 0.839Grok 4.6 (xhigh) · Factory Environment · view 3 of 4 · score 0.839Grok 4.6 (xhigh) · Factory Environment · view 4 of 4 · score 0.839

Hong Kong

0.693Detailed 0.688 · Overview 0.733 · Physical 0.579$7.61All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Grok 4.6 (xhigh) · Hong Kong · view 1 of 4 · score 0.693Grok 4.6 (xhigh) · Hong Kong · view 2 of 4 · score 0.693Grok 4.6 (xhigh) · Hong Kong · view 3 of 4 · score 0.693Grok 4.6 (xhigh) · Hong Kong · view 4 of 4 · score 0.693

House of Baeryeom

0.698Detailed 0.721 · Overview 0.811 · Physical 0.333$6.48All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Grok 4.6 (xhigh) · House of Baeryeom · view 1 of 4 · score 0.698Grok 4.6 (xhigh) · House of Baeryeom · view 2 of 4 · score 0.698Grok 4.6 (xhigh) · House of Baeryeom · view 3 of 4 · score 0.698Grok 4.6 (xhigh) · House of Baeryeom · view 4 of 4 · score 0.698

Medieval Big Farm Town

0.688Detailed 0.679 · Overview 0.750 · Physical 0.510$5.49All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Grok 4.6 (xhigh) · Medieval Big Farm Town · view 1 of 4 · score 0.688Grok 4.6 (xhigh) · Medieval Big Farm Town · view 2 of 4 · score 0.688Grok 4.6 (xhigh) · Medieval Big Farm Town · view 3 of 4 · score 0.688Grok 4.6 (xhigh) · Medieval Big Farm Town · view 4 of 4 · score 0.688

Medieval Buildings

0.794Detailed 0.679 · Overview 0.806 · Physical 0.875$5.04All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Grok 4.6 (xhigh) · Medieval Buildings · view 1 of 4 · score 0.794Grok 4.6 (xhigh) · Medieval Buildings · view 2 of 4 · score 0.794Grok 4.6 (xhigh) · Medieval Buildings · view 3 of 4 · score 0.794Grok 4.6 (xhigh) · Medieval Buildings · view 4 of 4 · score 0.794

Nordic Harbour

0.710Detailed 0.477 · Overview 0.760 · Physical 0.795$6.54All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Grok 4.6 (xhigh) · Nordic Harbour · view 1 of 4 · score 0.710Grok 4.6 (xhigh) · Nordic Harbour · view 2 of 4 · score 0.710Grok 4.6 (xhigh) · Nordic Harbour · view 3 of 4 · score 0.710Grok 4.6 (xhigh) · Nordic Harbour · view 4 of 4 · score 0.710

Paris

0.566Detailed 0.498 · Overview 0.605 · Physical 0.517$9.70All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Grok 4.6 (xhigh) · Paris · view 1 of 4 · score 0.566Grok 4.6 (xhigh) · Paris · view 2 of 4 · score 0.566Grok 4.6 (xhigh) · Paris · view 3 of 4 · score 0.566Grok 4.6 (xhigh) · Paris · view 4 of 4 · score 0.566

Post-Apocalyptic Stylized Market

0.760Detailed 0.634 · Overview 0.756 · Physical 0.898$8.38All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.760Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.760Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.760Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.760

Ruins

0.672Detailed 0.760 · Overview 0.577 · Physical 0.870$6.06All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Grok 4.6 (xhigh) · Ruins · view 1 of 4 · score 0.672Grok 4.6 (xhigh) · Ruins · view 2 of 4 · score 0.672Grok 4.6 (xhigh) · Ruins · view 3 of 4 · score 0.672Grok 4.6 (xhigh) · Ruins · view 4 of 4 · score 0.672

Sci-Fi Environment Offworld

0.736Detailed 0.675 · Overview 0.824 · Physical 0.532$7.05All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.736Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.736Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.736Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.736

New York Street

0.679Detailed 0.676 · Overview 0.597 · Physical 0.929$6.93All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Grok 4.6 (xhigh) · New York Street · view 1 of 4 · score 0.679Grok 4.6 (xhigh) · New York Street · view 2 of 4 · score 0.679Grok 4.6 (xhigh) · New York Street · view 3 of 4 · score 0.679Grok 4.6 (xhigh) · New York Street · view 4 of 4 · score 0.679

Stylized Elven Valley

0.693Detailed 0.855 · Overview 0.804 · Physical 0.196$7.12All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Grok 4.6 (xhigh) · Stylized Elven Valley · view 1 of 4 · score 0.693Grok 4.6 (xhigh) · Stylized Elven Valley · view 2 of 4 · score 0.693Grok 4.6 (xhigh) · Stylized Elven Valley · view 3 of 4 · score 0.693Grok 4.6 (xhigh) · Stylized Elven Valley · view 4 of 4 · score 0.693

Urban Decay

0.694Detailed 0.663 · Overview 0.762 · Physical 0.520$10.33All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Grok 4.6 (xhigh) · Urban Decay · view 1 of 4 · score 0.694Grok 4.6 (xhigh) · Urban Decay · view 2 of 4 · score 0.694Grok 4.6 (xhigh) · Urban Decay · view 3 of 4 · score 0.694Grok 4.6 (xhigh) · Urban Decay · view 4 of 4 · score 0.694

Winter Town

0.760Detailed 0.519 · Overview 0.823 · Physical 0.814$11.91All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Grok 4.6 (xhigh) · Winter Town · view 1 of 4 · score 0.760Grok 4.6 (xhigh) · Winter Town · view 2 of 4 · score 0.760Grok 4.6 (xhigh) · Winter Town · view 3 of 4 · score 0.760Grok 4.6 (xhigh) · Winter Town · view 4 of 4 · score 0.760
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Grok 4.6 (xhigh)

xAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank17 of 35
Score0.696
Detailed0.643
Overview0.717
Physical0.689
Median cost$7.41

Abandoned Psychiatric Hospital

0.715Detailed 0.593 · Overview 0.720 · Physical 0.821$10.84All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.715Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.715Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.715Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.715

Blue City

0.571Detailed 0.460 · Overview 0.501 · Physical 0.894$7.25All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Grok 4.6 (xhigh) · Blue City · view 1 of 4 · score 0.571Grok 4.6 (xhigh) · Blue City · view 2 of 4 · score 0.571Grok 4.6 (xhigh) · Blue City · view 3 of 4 · score 0.571Grok 4.6 (xhigh) · Blue City · view 4 of 4 · score 0.571

Castle River

0.645Detailed 0.643 · Overview 0.704 · Physical 0.471$7.99All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Grok 4.6 (xhigh) · Castle River · view 1 of 4 · score 0.645Grok 4.6 (xhigh) · Castle River · view 2 of 4 · score 0.645Grok 4.6 (xhigh) · Castle River · view 3 of 4 · score 0.645Grok 4.6 (xhigh) · Castle River · view 4 of 4 · score 0.645

Cyberpunk

0.671Detailed 0.363 · Overview 0.730 · Physical 0.801$12.69All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Grok 4.6 (xhigh) · Cyberpunk · view 1 of 4 · score 0.671Grok 4.6 (xhigh) · Cyberpunk · view 2 of 4 · score 0.671Grok 4.6 (xhigh) · Cyberpunk · view 3 of 4 · score 0.671Grok 4.6 (xhigh) · Cyberpunk · view 4 of 4 · score 0.671

Egyptian Temple

0.705Detailed 0.800 · Overview 0.713 · Physical 0.589$7.57All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Grok 4.6 (xhigh) · Egyptian Temple · view 1 of 4 · score 0.705Grok 4.6 (xhigh) · Egyptian Temple · view 2 of 4 · score 0.705Grok 4.6 (xhigh) · Egyptian Temple · view 3 of 4 · score 0.705Grok 4.6 (xhigh) · Egyptian Temple · view 4 of 4 · score 0.705

European Street

0.637Detailed 0.712 · Overview 0.533 · Physical 0.875$5.75All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Grok 4.6 (xhigh) · European Street · view 1 of 4 · score 0.637Grok 4.6 (xhigh) · European Street · view 2 of 4 · score 0.637Grok 4.6 (xhigh) · European Street · view 3 of 4 · score 0.637Grok 4.6 (xhigh) · European Street · view 4 of 4 · score 0.637

Factory Environment

0.839Detailed 0.757 · Overview 0.823 · Physical 0.967$9.00All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Grok 4.6 (xhigh) · Factory Environment · view 1 of 4 · score 0.839Grok 4.6 (xhigh) · Factory Environment · view 2 of 4 · score 0.839Grok 4.6 (xhigh) · Factory Environment · view 3 of 4 · score 0.839Grok 4.6 (xhigh) · Factory Environment · view 4 of 4 · score 0.839

Hong Kong

0.693Detailed 0.688 · Overview 0.733 · Physical 0.579$7.61All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Grok 4.6 (xhigh) · Hong Kong · view 1 of 4 · score 0.693Grok 4.6 (xhigh) · Hong Kong · view 2 of 4 · score 0.693Grok 4.6 (xhigh) · Hong Kong · view 3 of 4 · score 0.693Grok 4.6 (xhigh) · Hong Kong · view 4 of 4 · score 0.693

House of Baeryeom

0.698Detailed 0.721 · Overview 0.811 · Physical 0.333$6.48All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Grok 4.6 (xhigh) · House of Baeryeom · view 1 of 4 · score 0.698Grok 4.6 (xhigh) · House of Baeryeom · view 2 of 4 · score 0.698Grok 4.6 (xhigh) · House of Baeryeom · view 3 of 4 · score 0.698Grok 4.6 (xhigh) · House of Baeryeom · view 4 of 4 · score 0.698

Medieval Big Farm Town

0.688Detailed 0.679 · Overview 0.750 · Physical 0.510$5.49All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Grok 4.6 (xhigh) · Medieval Big Farm Town · view 1 of 4 · score 0.688Grok 4.6 (xhigh) · Medieval Big Farm Town · view 2 of 4 · score 0.688Grok 4.6 (xhigh) · Medieval Big Farm Town · view 3 of 4 · score 0.688Grok 4.6 (xhigh) · Medieval Big Farm Town · view 4 of 4 · score 0.688

Medieval Buildings

0.794Detailed 0.679 · Overview 0.806 · Physical 0.875$5.04All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Grok 4.6 (xhigh) · Medieval Buildings · view 1 of 4 · score 0.794Grok 4.6 (xhigh) · Medieval Buildings · view 2 of 4 · score 0.794Grok 4.6 (xhigh) · Medieval Buildings · view 3 of 4 · score 0.794Grok 4.6 (xhigh) · Medieval Buildings · view 4 of 4 · score 0.794

Nordic Harbour

0.710Detailed 0.477 · Overview 0.760 · Physical 0.795$6.54All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Grok 4.6 (xhigh) · Nordic Harbour · view 1 of 4 · score 0.710Grok 4.6 (xhigh) · Nordic Harbour · view 2 of 4 · score 0.710Grok 4.6 (xhigh) · Nordic Harbour · view 3 of 4 · score 0.710Grok 4.6 (xhigh) · Nordic Harbour · view 4 of 4 · score 0.710

Paris

0.566Detailed 0.498 · Overview 0.605 · Physical 0.517$9.70All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Grok 4.6 (xhigh) · Paris · view 1 of 4 · score 0.566Grok 4.6 (xhigh) · Paris · view 2 of 4 · score 0.566Grok 4.6 (xhigh) · Paris · view 3 of 4 · score 0.566Grok 4.6 (xhigh) · Paris · view 4 of 4 · score 0.566

Post-Apocalyptic Stylized Market

0.760Detailed 0.634 · Overview 0.756 · Physical 0.898$8.38All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.760Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.760Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.760Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.760

Ruins

0.672Detailed 0.760 · Overview 0.577 · Physical 0.870$6.06All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Grok 4.6 (xhigh) · Ruins · view 1 of 4 · score 0.672Grok 4.6 (xhigh) · Ruins · view 2 of 4 · score 0.672Grok 4.6 (xhigh) · Ruins · view 3 of 4 · score 0.672Grok 4.6 (xhigh) · Ruins · view 4 of 4 · score 0.672

Sci-Fi Environment Offworld

0.736Detailed 0.675 · Overview 0.824 · Physical 0.532$7.05All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.736Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.736Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.736Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.736

New York Street

0.679Detailed 0.676 · Overview 0.597 · Physical 0.929$6.93All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Grok 4.6 (xhigh) · New York Street · view 1 of 4 · score 0.679Grok 4.6 (xhigh) · New York Street · view 2 of 4 · score 0.679Grok 4.6 (xhigh) · New York Street · view 3 of 4 · score 0.679Grok 4.6 (xhigh) · New York Street · view 4 of 4 · score 0.679

Stylized Elven Valley

0.693Detailed 0.855 · Overview 0.804 · Physical 0.196$7.12All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Grok 4.6 (xhigh) · Stylized Elven Valley · view 1 of 4 · score 0.693Grok 4.6 (xhigh) · Stylized Elven Valley · view 2 of 4 · score 0.693Grok 4.6 (xhigh) · Stylized Elven Valley · view 3 of 4 · score 0.693Grok 4.6 (xhigh) · Stylized Elven Valley · view 4 of 4 · score 0.693

Urban Decay

0.694Detailed 0.663 · Overview 0.762 · Physical 0.520$10.33All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Grok 4.6 (xhigh) · Urban Decay · view 1 of 4 · score 0.694Grok 4.6 (xhigh) · Urban Decay · view 2 of 4 · score 0.694Grok 4.6 (xhigh) · Urban Decay · view 3 of 4 · score 0.694Grok 4.6 (xhigh) · Urban Decay · view 4 of 4 · score 0.694

Winter Town

0.760Detailed 0.519 · Overview 0.823 · Physical 0.814$11.91All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Grok 4.6 (xhigh) · Winter Town · view 1 of 4 · score 0.760Grok 4.6 (xhigh) · Winter Town · view 2 of 4 · score 0.760Grok 4.6 (xhigh) · Winter Town · view 3 of 4 · score 0.760Grok 4.6 (xhigh) · Winter Town · view 4 of 4 · score 0.760
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Grok 4.7 (xhigh)

xAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank15 of 34
Score0.700
Detailed0.691
Overview0.686
Physical0.751
Median cost$3.98

Abandoned Psychiatric Hospital

0.735Detailed 0.680 · Overview 0.696 · Physical 0.907$3.24All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.735Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.735Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.735Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.735

Blue City

0.662Detailed 0.679 · Overview 0.562 · Physical 0.944$2.81All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Grok 4.7 (xhigh) · Blue City · view 1 of 4 · score 0.662Grok 4.7 (xhigh) · Blue City · view 2 of 4 · score 0.662Grok 4.7 (xhigh) · Blue City · view 3 of 4 · score 0.662Grok 4.7 (xhigh) · Blue City · view 4 of 4 · score 0.662

Castle River

0.496Detailed 0.637 · Overview 0.538 · Physical 0.230$2.64All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Grok 4.7 (xhigh) · Castle River · view 1 of 4 · score 0.496Grok 4.7 (xhigh) · Castle River · view 2 of 4 · score 0.496Grok 4.7 (xhigh) · Castle River · view 3 of 4 · score 0.496Grok 4.7 (xhigh) · Castle River · view 4 of 4 · score 0.496

Cyberpunk

0.779Detailed 0.698 · Overview 0.804 · Physical 0.783$7.54All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Grok 4.7 (xhigh) · Cyberpunk · view 1 of 4 · score 0.779Grok 4.7 (xhigh) · Cyberpunk · view 2 of 4 · score 0.779Grok 4.7 (xhigh) · Cyberpunk · view 3 of 4 · score 0.779Grok 4.7 (xhigh) · Cyberpunk · view 4 of 4 · score 0.779

Egyptian Temple

0.635Detailed 0.707 · Overview 0.664 · Physical 0.475$8.70All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Grok 4.7 (xhigh) · Egyptian Temple · view 1 of 4 · score 0.635Grok 4.7 (xhigh) · Egyptian Temple · view 2 of 4 · score 0.635Grok 4.7 (xhigh) · Egyptian Temple · view 3 of 4 · score 0.635Grok 4.7 (xhigh) · Egyptian Temple · view 4 of 4 · score 0.635

European Street

0.648Detailed 0.744 · Overview 0.540 · Physical 0.876$1.80All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Grok 4.7 (xhigh) · European Street · view 1 of 4 · score 0.648Grok 4.7 (xhigh) · European Street · view 2 of 4 · score 0.648Grok 4.7 (xhigh) · European Street · view 3 of 4 · score 0.648Grok 4.7 (xhigh) · European Street · view 4 of 4 · score 0.648

Factory Environment

0.823Detailed 0.791 · Overview 0.774 · Physical 1.000$2.78All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Grok 4.7 (xhigh) · Factory Environment · view 1 of 4 · score 0.823Grok 4.7 (xhigh) · Factory Environment · view 2 of 4 · score 0.823Grok 4.7 (xhigh) · Factory Environment · view 3 of 4 · score 0.823Grok 4.7 (xhigh) · Factory Environment · view 4 of 4 · score 0.823

Hong Kong

0.722Detailed 0.815 · Overview 0.792 · Physical 0.418$3.21All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Grok 4.7 (xhigh) · Hong Kong · view 1 of 4 · score 0.722Grok 4.7 (xhigh) · Hong Kong · view 2 of 4 · score 0.722Grok 4.7 (xhigh) · Hong Kong · view 3 of 4 · score 0.722Grok 4.7 (xhigh) · Hong Kong · view 4 of 4 · score 0.722

House of Baeryeom

0.713Detailed 0.706 · Overview 0.787 · Physical 0.498$8.11All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Grok 4.7 (xhigh) · House of Baeryeom · view 1 of 4 · score 0.713Grok 4.7 (xhigh) · House of Baeryeom · view 2 of 4 · score 0.713Grok 4.7 (xhigh) · House of Baeryeom · view 3 of 4 · score 0.713Grok 4.7 (xhigh) · House of Baeryeom · view 4 of 4 · score 0.713

Medieval Big Farm Town

0.762Detailed 0.775 · Overview 0.757 · Physical 0.762$5.57All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Grok 4.7 (xhigh) · Medieval Big Farm Town · view 1 of 4 · score 0.762Grok 4.7 (xhigh) · Medieval Big Farm Town · view 2 of 4 · score 0.762Grok 4.7 (xhigh) · Medieval Big Farm Town · view 3 of 4 · score 0.762Grok 4.7 (xhigh) · Medieval Big Farm Town · view 4 of 4 · score 0.762

Medieval Buildings

0.718Detailed 0.749 · Overview 0.756 · Physical 0.573$2.72All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Grok 4.7 (xhigh) · Medieval Buildings · view 1 of 4 · score 0.718Grok 4.7 (xhigh) · Medieval Buildings · view 2 of 4 · score 0.718Grok 4.7 (xhigh) · Medieval Buildings · view 3 of 4 · score 0.718Grok 4.7 (xhigh) · Medieval Buildings · view 4 of 4 · score 0.718

Nordic Harbour

0.726Detailed 0.665 · Overview 0.666 · Physical 0.966$3.79All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Grok 4.7 (xhigh) · Nordic Harbour · view 1 of 4 · score 0.726Grok 4.7 (xhigh) · Nordic Harbour · view 2 of 4 · score 0.726Grok 4.7 (xhigh) · Nordic Harbour · view 3 of 4 · score 0.726Grok 4.7 (xhigh) · Nordic Harbour · view 4 of 4 · score 0.726

Paris

0.638Detailed 0.560 · Overview 0.710 · Physical 0.501$4.08All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Grok 4.7 (xhigh) · Paris · view 1 of 4 · score 0.638Grok 4.7 (xhigh) · Paris · view 2 of 4 · score 0.638Grok 4.7 (xhigh) · Paris · view 3 of 4 · score 0.638Grok 4.7 (xhigh) · Paris · view 4 of 4 · score 0.638

Post-Apocalyptic Stylized Market

0.761Detailed 0.721 · Overview 0.707 · Physical 0.963$7.32All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.761Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.761Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.761Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.761

Ruins

0.825Detailed 0.803 · Overview 0.818 · Physical 0.869$11.65All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Grok 4.7 (xhigh) · Ruins · view 1 of 4 · score 0.825Grok 4.7 (xhigh) · Ruins · view 2 of 4 · score 0.825Grok 4.7 (xhigh) · Ruins · view 3 of 4 · score 0.825Grok 4.7 (xhigh) · Ruins · view 4 of 4 · score 0.825

Sci-Fi Environment Offworld

0.758Detailed 0.612 · Overview 0.727 · Physical 1.000$7.04All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.758Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.758Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.758Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.758

New York Street

0.691Detailed 0.701 · Overview 0.622 · Physical 0.887$9.08All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Grok 4.7 (xhigh) · New York Street · view 1 of 4 · score 0.691Grok 4.7 (xhigh) · New York Street · view 2 of 4 · score 0.691Grok 4.7 (xhigh) · New York Street · view 3 of 4 · score 0.691Grok 4.7 (xhigh) · New York Street · view 4 of 4 · score 0.691

Stylized Elven Valley

0.680Detailed 0.678 · Overview 0.575 · Physical 1.000$3.89All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Grok 4.7 (xhigh) · Stylized Elven Valley · view 1 of 4 · score 0.680Grok 4.7 (xhigh) · Stylized Elven Valley · view 2 of 4 · score 0.680Grok 4.7 (xhigh) · Stylized Elven Valley · view 3 of 4 · score 0.680Grok 4.7 (xhigh) · Stylized Elven Valley · view 4 of 4 · score 0.680

Urban Decay

0.748Detailed 0.730 · Overview 0.771 · Physical 0.698$2.50All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Grok 4.7 (xhigh) · Urban Decay · view 1 of 4 · score 0.748Grok 4.7 (xhigh) · Urban Decay · view 2 of 4 · score 0.748Grok 4.7 (xhigh) · Urban Decay · view 3 of 4 · score 0.748Grok 4.7 (xhigh) · Urban Decay · view 4 of 4 · score 0.748

Winter Town

0.482Detailed 0.365 · Overview 0.461 · Physical 0.662$4.15All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Grok 4.7 (xhigh) · Winter Town · view 1 of 4 · score 0.482Grok 4.7 (xhigh) · Winter Town · view 2 of 4 · score 0.482Grok 4.7 (xhigh) · Winter Town · view 3 of 4 · score 0.482Grok 4.7 (xhigh) · Winter Town · view 4 of 4 · score 0.482
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Grok 4.7 (xhigh)

xAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank16 of 35
Score0.700
Detailed0.691
Overview0.686
Physical0.751
Median cost$3.98

Abandoned Psychiatric Hospital

0.735Detailed 0.680 · Overview 0.696 · Physical 0.907$3.24All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.735Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.735Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.735Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.735

Blue City

0.662Detailed 0.679 · Overview 0.562 · Physical 0.944$2.81All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Grok 4.7 (xhigh) · Blue City · view 1 of 4 · score 0.662Grok 4.7 (xhigh) · Blue City · view 2 of 4 · score 0.662Grok 4.7 (xhigh) · Blue City · view 3 of 4 · score 0.662Grok 4.7 (xhigh) · Blue City · view 4 of 4 · score 0.662

Castle River

0.496Detailed 0.637 · Overview 0.538 · Physical 0.230$2.64All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Grok 4.7 (xhigh) · Castle River · view 1 of 4 · score 0.496Grok 4.7 (xhigh) · Castle River · view 2 of 4 · score 0.496Grok 4.7 (xhigh) · Castle River · view 3 of 4 · score 0.496Grok 4.7 (xhigh) · Castle River · view 4 of 4 · score 0.496

Cyberpunk

0.779Detailed 0.698 · Overview 0.804 · Physical 0.783$7.54All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Grok 4.7 (xhigh) · Cyberpunk · view 1 of 4 · score 0.779Grok 4.7 (xhigh) · Cyberpunk · view 2 of 4 · score 0.779Grok 4.7 (xhigh) · Cyberpunk · view 3 of 4 · score 0.779Grok 4.7 (xhigh) · Cyberpunk · view 4 of 4 · score 0.779

Egyptian Temple

0.635Detailed 0.707 · Overview 0.664 · Physical 0.475$8.70All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Grok 4.7 (xhigh) · Egyptian Temple · view 1 of 4 · score 0.635Grok 4.7 (xhigh) · Egyptian Temple · view 2 of 4 · score 0.635Grok 4.7 (xhigh) · Egyptian Temple · view 3 of 4 · score 0.635Grok 4.7 (xhigh) · Egyptian Temple · view 4 of 4 · score 0.635

European Street

0.648Detailed 0.744 · Overview 0.540 · Physical 0.876$1.80All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Grok 4.7 (xhigh) · European Street · view 1 of 4 · score 0.648Grok 4.7 (xhigh) · European Street · view 2 of 4 · score 0.648Grok 4.7 (xhigh) · European Street · view 3 of 4 · score 0.648Grok 4.7 (xhigh) · European Street · view 4 of 4 · score 0.648

Factory Environment

0.823Detailed 0.791 · Overview 0.774 · Physical 1.000$2.78All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Grok 4.7 (xhigh) · Factory Environment · view 1 of 4 · score 0.823Grok 4.7 (xhigh) · Factory Environment · view 2 of 4 · score 0.823Grok 4.7 (xhigh) · Factory Environment · view 3 of 4 · score 0.823Grok 4.7 (xhigh) · Factory Environment · view 4 of 4 · score 0.823

Hong Kong

0.722Detailed 0.815 · Overview 0.792 · Physical 0.418$3.21All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Grok 4.7 (xhigh) · Hong Kong · view 1 of 4 · score 0.722Grok 4.7 (xhigh) · Hong Kong · view 2 of 4 · score 0.722Grok 4.7 (xhigh) · Hong Kong · view 3 of 4 · score 0.722Grok 4.7 (xhigh) · Hong Kong · view 4 of 4 · score 0.722

House of Baeryeom

0.713Detailed 0.706 · Overview 0.787 · Physical 0.498$8.11All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Grok 4.7 (xhigh) · House of Baeryeom · view 1 of 4 · score 0.713Grok 4.7 (xhigh) · House of Baeryeom · view 2 of 4 · score 0.713Grok 4.7 (xhigh) · House of Baeryeom · view 3 of 4 · score 0.713Grok 4.7 (xhigh) · House of Baeryeom · view 4 of 4 · score 0.713

Medieval Big Farm Town

0.762Detailed 0.775 · Overview 0.757 · Physical 0.762$5.57All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Grok 4.7 (xhigh) · Medieval Big Farm Town · view 1 of 4 · score 0.762Grok 4.7 (xhigh) · Medieval Big Farm Town · view 2 of 4 · score 0.762Grok 4.7 (xhigh) · Medieval Big Farm Town · view 3 of 4 · score 0.762Grok 4.7 (xhigh) · Medieval Big Farm Town · view 4 of 4 · score 0.762

Medieval Buildings

0.718Detailed 0.749 · Overview 0.756 · Physical 0.573$2.72All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Grok 4.7 (xhigh) · Medieval Buildings · view 1 of 4 · score 0.718Grok 4.7 (xhigh) · Medieval Buildings · view 2 of 4 · score 0.718Grok 4.7 (xhigh) · Medieval Buildings · view 3 of 4 · score 0.718Grok 4.7 (xhigh) · Medieval Buildings · view 4 of 4 · score 0.718

Nordic Harbour

0.726Detailed 0.665 · Overview 0.666 · Physical 0.966$3.79All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Grok 4.7 (xhigh) · Nordic Harbour · view 1 of 4 · score 0.726Grok 4.7 (xhigh) · Nordic Harbour · view 2 of 4 · score 0.726Grok 4.7 (xhigh) · Nordic Harbour · view 3 of 4 · score 0.726Grok 4.7 (xhigh) · Nordic Harbour · view 4 of 4 · score 0.726

Paris

0.638Detailed 0.560 · Overview 0.710 · Physical 0.501$4.08All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Grok 4.7 (xhigh) · Paris · view 1 of 4 · score 0.638Grok 4.7 (xhigh) · Paris · view 2 of 4 · score 0.638Grok 4.7 (xhigh) · Paris · view 3 of 4 · score 0.638Grok 4.7 (xhigh) · Paris · view 4 of 4 · score 0.638

Post-Apocalyptic Stylized Market

0.761Detailed 0.721 · Overview 0.707 · Physical 0.963$7.32All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.761Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.761Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.761Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.761

Ruins

0.825Detailed 0.803 · Overview 0.818 · Physical 0.869$11.65All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Grok 4.7 (xhigh) · Ruins · view 1 of 4 · score 0.825Grok 4.7 (xhigh) · Ruins · view 2 of 4 · score 0.825Grok 4.7 (xhigh) · Ruins · view 3 of 4 · score 0.825Grok 4.7 (xhigh) · Ruins · view 4 of 4 · score 0.825

Sci-Fi Environment Offworld

0.758Detailed 0.612 · Overview 0.727 · Physical 1.000$7.04All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.758Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.758Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.758Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.758

New York Street

0.691Detailed 0.701 · Overview 0.622 · Physical 0.887$9.08All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Grok 4.7 (xhigh) · New York Street · view 1 of 4 · score 0.691Grok 4.7 (xhigh) · New York Street · view 2 of 4 · score 0.691Grok 4.7 (xhigh) · New York Street · view 3 of 4 · score 0.691Grok 4.7 (xhigh) · New York Street · view 4 of 4 · score 0.691

Stylized Elven Valley

0.680Detailed 0.678 · Overview 0.575 · Physical 1.000$3.89All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Grok 4.7 (xhigh) · Stylized Elven Valley · view 1 of 4 · score 0.680Grok 4.7 (xhigh) · Stylized Elven Valley · view 2 of 4 · score 0.680Grok 4.7 (xhigh) · Stylized Elven Valley · view 3 of 4 · score 0.680Grok 4.7 (xhigh) · Stylized Elven Valley · view 4 of 4 · score 0.680

Urban Decay

0.748Detailed 0.730 · Overview 0.771 · Physical 0.698$2.50All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Grok 4.7 (xhigh) · Urban Decay · view 1 of 4 · score 0.748Grok 4.7 (xhigh) · Urban Decay · view 2 of 4 · score 0.748Grok 4.7 (xhigh) · Urban Decay · view 3 of 4 · score 0.748Grok 4.7 (xhigh) · Urban Decay · view 4 of 4 · score 0.748

Winter Town

0.482Detailed 0.365 · Overview 0.461 · Physical 0.662$4.15All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Grok 4.7 (xhigh) · Winter Town · view 1 of 4 · score 0.482Grok 4.7 (xhigh) · Winter Town · view 2 of 4 · score 0.482Grok 4.7 (xhigh) · Winter Town · view 3 of 4 · score 0.482Grok 4.7 (xhigh) · Winter Town · view 4 of 4 · score 0.482
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Hy4 (max)

Tencent · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank11 of 34
Score0.719
Detailed0.665
Overview0.733
Physical0.731
Median cost$1.32

Abandoned Psychiatric Hospital

0.704Detailed 0.730 · Overview 0.617 · Physical 0.938$2.35All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Hy4 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.704Hy4 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.704Hy4 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.704Hy4 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.704

Blue City

0.609Detailed 0.517 · Overview 0.550 · Physical 0.879$1.51All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Hy4 (max) · Blue City · view 1 of 4 · score 0.609Hy4 (max) · Blue City · view 2 of 4 · score 0.609Hy4 (max) · Blue City · view 3 of 4 · score 0.609Hy4 (max) · Blue City · view 4 of 4 · score 0.609

Castle River

0.632Detailed 0.588 · Overview 0.752 · Physical 0.317$1.61All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Hy4 (max) · Castle River · view 1 of 4 · score 0.632Hy4 (max) · Castle River · view 2 of 4 · score 0.632Hy4 (max) · Castle River · view 3 of 4 · score 0.632Hy4 (max) · Castle River · view 4 of 4 · score 0.632

Cyberpunk

0.823Detailed 0.650 · Overview 0.823 · Physical 0.997$1.22All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Hy4 (max) · Cyberpunk · view 1 of 4 · score 0.823Hy4 (max) · Cyberpunk · view 2 of 4 · score 0.823Hy4 (max) · Cyberpunk · view 3 of 4 · score 0.823Hy4 (max) · Cyberpunk · view 4 of 4 · score 0.823

Egyptian Temple

0.743Detailed 0.719 · Overview 0.790 · Physical 0.625$1.16All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Hy4 (max) · Egyptian Temple · view 1 of 4 · score 0.743Hy4 (max) · Egyptian Temple · view 2 of 4 · score 0.743Hy4 (max) · Egyptian Temple · view 3 of 4 · score 0.743Hy4 (max) · Egyptian Temple · view 4 of 4 · score 0.743

European Street

0.648Detailed 0.751 · Overview 0.538 · Physical 0.875$1.03All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Hy4 (max) · European Street · view 1 of 4 · score 0.648Hy4 (max) · European Street · view 2 of 4 · score 0.648Hy4 (max) · European Street · view 3 of 4 · score 0.648Hy4 (max) · European Street · view 4 of 4 · score 0.648

Factory Environment

0.862Detailed 0.831 · Overview 0.826 · Physical 1.000$0.74All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Hy4 (max) · Factory Environment · view 1 of 4 · score 0.862Hy4 (max) · Factory Environment · view 2 of 4 · score 0.862Hy4 (max) · Factory Environment · view 3 of 4 · score 0.862Hy4 (max) · Factory Environment · view 4 of 4 · score 0.862

Hong Kong

0.738Detailed 0.774 · Overview 0.896 · Physical 0.226$1.52All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Hy4 (max) · Hong Kong · view 1 of 4 · score 0.738Hy4 (max) · Hong Kong · view 2 of 4 · score 0.738Hy4 (max) · Hong Kong · view 3 of 4 · score 0.738Hy4 (max) · Hong Kong · view 4 of 4 · score 0.738

House of Baeryeom

0.625Detailed 0.431 · Overview 0.701 · Physical 0.593$1.57All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Hy4 (max) · House of Baeryeom · view 1 of 4 · score 0.625Hy4 (max) · House of Baeryeom · view 2 of 4 · score 0.625Hy4 (max) · House of Baeryeom · view 3 of 4 · score 0.625Hy4 (max) · House of Baeryeom · view 4 of 4 · score 0.625

Medieval Big Farm Town

0.815Detailed 0.785 · Overview 0.804 · Physical 0.875$1.43All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Hy4 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.815Hy4 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.815Hy4 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.815Hy4 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.815

Medieval Buildings

0.754Detailed 0.679 · Overview 0.803 · Physical 0.682$1.25All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Hy4 (max) · Medieval Buildings · view 1 of 4 · score 0.754Hy4 (max) · Medieval Buildings · view 2 of 4 · score 0.754Hy4 (max) · Medieval Buildings · view 3 of 4 · score 0.754Hy4 (max) · Medieval Buildings · view 4 of 4 · score 0.754

Nordic Harbour

0.766Detailed 0.698 · Overview 0.765 · Physical 0.838$0.84All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Hy4 (max) · Nordic Harbour · view 1 of 4 · score 0.766Hy4 (max) · Nordic Harbour · view 2 of 4 · score 0.766Hy4 (max) · Nordic Harbour · view 3 of 4 · score 0.766Hy4 (max) · Nordic Harbour · view 4 of 4 · score 0.766

Paris

0.613Detailed 0.533 · Overview 0.592 · Physical 0.755$1.92All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Hy4 (max) · Paris · view 1 of 4 · score 0.613Hy4 (max) · Paris · view 2 of 4 · score 0.613Hy4 (max) · Paris · view 3 of 4 · score 0.613Hy4 (max) · Paris · view 4 of 4 · score 0.613

Post-Apocalyptic Stylized Market

0.761Detailed 0.761 · Overview 0.692 · Physical 0.970$1.26All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Hy4 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.761Hy4 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.761Hy4 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.761Hy4 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.761

Ruins

0.709Detailed 0.665 · Overview 0.626 · Physical 1.000$1.18All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Hy4 (max) · Ruins · view 1 of 4 · score 0.709Hy4 (max) · Ruins · view 2 of 4 · score 0.709Hy4 (max) · Ruins · view 3 of 4 · score 0.709Hy4 (max) · Ruins · view 4 of 4 · score 0.709

Sci-Fi Environment Offworld

0.676Detailed 0.587 · Overview 0.764 · Physical 0.500$0.88All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Hy4 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.676Hy4 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.676Hy4 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.676Hy4 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.676

New York Street

0.686Detailed 0.539 · Overview 0.695 · Physical 0.809$1.39All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Hy4 (max) · New York Street · view 1 of 4 · score 0.686Hy4 (max) · New York Street · view 2 of 4 · score 0.686Hy4 (max) · New York Street · view 3 of 4 · score 0.686Hy4 (max) · New York Street · view 4 of 4 · score 0.686

Stylized Elven Valley

0.844Detailed 0.730 · Overview 0.898 · Physical 0.799$1.88All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Hy4 (max) · Stylized Elven Valley · view 1 of 4 · score 0.844Hy4 (max) · Stylized Elven Valley · view 2 of 4 · score 0.844Hy4 (max) · Stylized Elven Valley · view 3 of 4 · score 0.844Hy4 (max) · Stylized Elven Valley · view 4 of 4 · score 0.844

Urban Decay

0.713Detailed 0.794 · Overview 0.762 · Physical 0.486$0.59All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Hy4 (max) · Urban Decay · view 1 of 4 · score 0.713Hy4 (max) · Urban Decay · view 2 of 4 · score 0.713Hy4 (max) · Urban Decay · view 3 of 4 · score 0.713Hy4 (max) · Urban Decay · view 4 of 4 · score 0.713

Winter Town

0.665Detailed 0.534 · Overview 0.778 · Physical 0.456$1.48All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Hy4 (max) · Winter Town · view 1 of 4 · score 0.665Hy4 (max) · Winter Town · view 2 of 4 · score 0.665Hy4 (max) · Winter Town · view 3 of 4 · score 0.665Hy4 (max) · Winter Town · view 4 of 4 · score 0.665
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Hy4 (max)

Tencent · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank12 of 35
Score0.719
Detailed0.665
Overview0.733
Physical0.731
Median cost$1.32

Abandoned Psychiatric Hospital

0.704Detailed 0.730 · Overview 0.617 · Physical 0.938$2.35All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Hy4 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.704Hy4 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.704Hy4 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.704Hy4 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.704

Blue City

0.609Detailed 0.517 · Overview 0.550 · Physical 0.879$1.51All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Hy4 (max) · Blue City · view 1 of 4 · score 0.609Hy4 (max) · Blue City · view 2 of 4 · score 0.609Hy4 (max) · Blue City · view 3 of 4 · score 0.609Hy4 (max) · Blue City · view 4 of 4 · score 0.609

Castle River

0.632Detailed 0.588 · Overview 0.752 · Physical 0.317$1.61All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Hy4 (max) · Castle River · view 1 of 4 · score 0.632Hy4 (max) · Castle River · view 2 of 4 · score 0.632Hy4 (max) · Castle River · view 3 of 4 · score 0.632Hy4 (max) · Castle River · view 4 of 4 · score 0.632

Cyberpunk

0.823Detailed 0.650 · Overview 0.823 · Physical 0.997$1.22All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Hy4 (max) · Cyberpunk · view 1 of 4 · score 0.823Hy4 (max) · Cyberpunk · view 2 of 4 · score 0.823Hy4 (max) · Cyberpunk · view 3 of 4 · score 0.823Hy4 (max) · Cyberpunk · view 4 of 4 · score 0.823

Egyptian Temple

0.743Detailed 0.719 · Overview 0.790 · Physical 0.625$1.16All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Hy4 (max) · Egyptian Temple · view 1 of 4 · score 0.743Hy4 (max) · Egyptian Temple · view 2 of 4 · score 0.743Hy4 (max) · Egyptian Temple · view 3 of 4 · score 0.743Hy4 (max) · Egyptian Temple · view 4 of 4 · score 0.743

European Street

0.648Detailed 0.751 · Overview 0.538 · Physical 0.875$1.03All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Hy4 (max) · European Street · view 1 of 4 · score 0.648Hy4 (max) · European Street · view 2 of 4 · score 0.648Hy4 (max) · European Street · view 3 of 4 · score 0.648Hy4 (max) · European Street · view 4 of 4 · score 0.648

Factory Environment

0.862Detailed 0.831 · Overview 0.826 · Physical 1.000$0.74All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Hy4 (max) · Factory Environment · view 1 of 4 · score 0.862Hy4 (max) · Factory Environment · view 2 of 4 · score 0.862Hy4 (max) · Factory Environment · view 3 of 4 · score 0.862Hy4 (max) · Factory Environment · view 4 of 4 · score 0.862

Hong Kong

0.738Detailed 0.774 · Overview 0.896 · Physical 0.226$1.52All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Hy4 (max) · Hong Kong · view 1 of 4 · score 0.738Hy4 (max) · Hong Kong · view 2 of 4 · score 0.738Hy4 (max) · Hong Kong · view 3 of 4 · score 0.738Hy4 (max) · Hong Kong · view 4 of 4 · score 0.738

House of Baeryeom

0.625Detailed 0.431 · Overview 0.701 · Physical 0.593$1.57All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Hy4 (max) · House of Baeryeom · view 1 of 4 · score 0.625Hy4 (max) · House of Baeryeom · view 2 of 4 · score 0.625Hy4 (max) · House of Baeryeom · view 3 of 4 · score 0.625Hy4 (max) · House of Baeryeom · view 4 of 4 · score 0.625

Medieval Big Farm Town

0.815Detailed 0.785 · Overview 0.804 · Physical 0.875$1.43All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Hy4 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.815Hy4 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.815Hy4 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.815Hy4 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.815

Medieval Buildings

0.754Detailed 0.679 · Overview 0.803 · Physical 0.682$1.25All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Hy4 (max) · Medieval Buildings · view 1 of 4 · score 0.754Hy4 (max) · Medieval Buildings · view 2 of 4 · score 0.754Hy4 (max) · Medieval Buildings · view 3 of 4 · score 0.754Hy4 (max) · Medieval Buildings · view 4 of 4 · score 0.754

Nordic Harbour

0.766Detailed 0.698 · Overview 0.765 · Physical 0.838$0.84All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Hy4 (max) · Nordic Harbour · view 1 of 4 · score 0.766Hy4 (max) · Nordic Harbour · view 2 of 4 · score 0.766Hy4 (max) · Nordic Harbour · view 3 of 4 · score 0.766Hy4 (max) · Nordic Harbour · view 4 of 4 · score 0.766

Paris

0.613Detailed 0.533 · Overview 0.592 · Physical 0.755$1.92All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Hy4 (max) · Paris · view 1 of 4 · score 0.613Hy4 (max) · Paris · view 2 of 4 · score 0.613Hy4 (max) · Paris · view 3 of 4 · score 0.613Hy4 (max) · Paris · view 4 of 4 · score 0.613

Post-Apocalyptic Stylized Market

0.761Detailed 0.761 · Overview 0.692 · Physical 0.970$1.26All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Hy4 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.761Hy4 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.761Hy4 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.761Hy4 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.761

Ruins

0.709Detailed 0.665 · Overview 0.626 · Physical 1.000$1.18All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Hy4 (max) · Ruins · view 1 of 4 · score 0.709Hy4 (max) · Ruins · view 2 of 4 · score 0.709Hy4 (max) · Ruins · view 3 of 4 · score 0.709Hy4 (max) · Ruins · view 4 of 4 · score 0.709

Sci-Fi Environment Offworld

0.676Detailed 0.587 · Overview 0.764 · Physical 0.500$0.88All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Hy4 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.676Hy4 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.676Hy4 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.676Hy4 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.676

New York Street

0.686Detailed 0.539 · Overview 0.695 · Physical 0.809$1.39All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Hy4 (max) · New York Street · view 1 of 4 · score 0.686Hy4 (max) · New York Street · view 2 of 4 · score 0.686Hy4 (max) · New York Street · view 3 of 4 · score 0.686Hy4 (max) · New York Street · view 4 of 4 · score 0.686

Stylized Elven Valley

0.844Detailed 0.730 · Overview 0.898 · Physical 0.799$1.88All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Hy4 (max) · Stylized Elven Valley · view 1 of 4 · score 0.844Hy4 (max) · Stylized Elven Valley · view 2 of 4 · score 0.844Hy4 (max) · Stylized Elven Valley · view 3 of 4 · score 0.844Hy4 (max) · Stylized Elven Valley · view 4 of 4 · score 0.844

Urban Decay

0.713Detailed 0.794 · Overview 0.762 · Physical 0.486$0.59All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Hy4 (max) · Urban Decay · view 1 of 4 · score 0.713Hy4 (max) · Urban Decay · view 2 of 4 · score 0.713Hy4 (max) · Urban Decay · view 3 of 4 · score 0.713Hy4 (max) · Urban Decay · view 4 of 4 · score 0.713

Winter Town

0.665Detailed 0.534 · Overview 0.778 · Physical 0.456$1.48All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Hy4 (max) · Winter Town · view 1 of 4 · score 0.665Hy4 (max) · Winter Town · view 2 of 4 · score 0.665Hy4 (max) · Winter Town · view 3 of 4 · score 0.665Hy4 (max) · Winter Town · view 4 of 4 · score 0.665
diff --git a/gallery/model/kimi-k3-max.html b/gallery/model/kimi-k3-max.html index c6e1e8d179ee89f16cb80de75fa5e4e6eca1c593..fad87a28b154c0aad1303afa4f137ded12d9d534 100644 --- a/gallery/model/kimi-k3-max.html +++ b/gallery/model/kimi-k3-max.html @@ -10,7 +10,7 @@
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Kimi K3 (max)

Moonshot AI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank14 of 34
Score0.714
Detailed0.676
Overview0.686
Physical0.837
Median cost$6.23

Cost: sold by subscription; cost = the token counts its CLI logs, at Kimi K3's OpenRouter list price ($0.239 input, $0.21 cached input, $10.8 output per million).

Abandoned Psychiatric Hospital

0.553Detailed 0.582 · Overview 0.620 · Physical 0.325$5.55All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Kimi K3 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.553Kimi K3 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.553Kimi K3 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.553Kimi K3 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.553

Blue City

0.637Detailed 0.685 · Overview 0.570 · Physical 0.791$2.96All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Kimi K3 (max) · Blue City · view 1 of 4 · score 0.637Kimi K3 (max) · Blue City · view 2 of 4 · score 0.637Kimi K3 (max) · Blue City · view 3 of 4 · score 0.637Kimi K3 (max) · Blue City · view 4 of 4 · score 0.637

Castle River

0.819Detailed 0.728 · Overview 0.800 · Physical 0.966$17.08All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Kimi K3 (max) · Castle River · view 1 of 4 · score 0.819Kimi K3 (max) · Castle River · view 2 of 4 · score 0.819Kimi K3 (max) · Castle River · view 3 of 4 · score 0.819Kimi K3 (max) · Castle River · view 4 of 4 · score 0.819

Cyberpunk

0.756Detailed 0.580 · Overview 0.775 · Physical 0.875$9.27All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Kimi K3 (max) · Cyberpunk · view 1 of 4 · score 0.756Kimi K3 (max) · Cyberpunk · view 2 of 4 · score 0.756Kimi K3 (max) · Cyberpunk · view 3 of 4 · score 0.756Kimi K3 (max) · Cyberpunk · view 4 of 4 · score 0.756

Egyptian Temple

0.689Detailed 0.788 · Overview 0.591 · Physical 0.886$6.92All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Kimi K3 (max) · Egyptian Temple · view 1 of 4 · score 0.689Kimi K3 (max) · Egyptian Temple · view 2 of 4 · score 0.689Kimi K3 (max) · Egyptian Temple · view 3 of 4 · score 0.689Kimi K3 (max) · Egyptian Temple · view 4 of 4 · score 0.689

European Street

0.694Detailed 0.755 · Overview 0.612 · Physical 0.876$2.69All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Kimi K3 (max) · European Street · view 1 of 4 · score 0.694Kimi K3 (max) · European Street · view 2 of 4 · score 0.694Kimi K3 (max) · European Street · view 3 of 4 · score 0.694Kimi K3 (max) · European Street · view 4 of 4 · score 0.694

Factory Environment

0.829Detailed 0.855 · Overview 0.783 · Physical 0.941$3.06All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Kimi K3 (max) · Factory Environment · view 1 of 4 · score 0.829Kimi K3 (max) · Factory Environment · view 2 of 4 · score 0.829Kimi K3 (max) · Factory Environment · view 3 of 4 · score 0.829Kimi K3 (max) · Factory Environment · view 4 of 4 · score 0.829

Hong Kong

0.776Detailed 0.804 · Overview 0.732 · Physical 0.877$11.06All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Kimi K3 (max) · Hong Kong · view 1 of 4 · score 0.776Kimi K3 (max) · Hong Kong · view 2 of 4 · score 0.776Kimi K3 (max) · Hong Kong · view 3 of 4 · score 0.776Kimi K3 (max) · Hong Kong · view 4 of 4 · score 0.776

House of Baeryeom

0.778Detailed 0.685 · Overview 0.741 · Physical 0.980$2.14All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Kimi K3 (max) · House of Baeryeom · view 1 of 4 · score 0.778Kimi K3 (max) · House of Baeryeom · view 2 of 4 · score 0.778Kimi K3 (max) · House of Baeryeom · view 3 of 4 · score 0.778Kimi K3 (max) · House of Baeryeom · view 4 of 4 · score 0.778

Medieval Big Farm Town

0.757Detailed 0.698 · Overview 0.739 · Physical 0.872$8.01All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Kimi K3 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.757Kimi K3 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.757Kimi K3 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.757Kimi K3 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.757

Medieval Buildings

0.760Detailed 0.694 · Overview 0.757 · Physical 0.833$4.48All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Kimi K3 (max) · Medieval Buildings · view 1 of 4 · score 0.760Kimi K3 (max) · Medieval Buildings · view 2 of 4 · score 0.760Kimi K3 (max) · Medieval Buildings · view 3 of 4 · score 0.760Kimi K3 (max) · Medieval Buildings · view 4 of 4 · score 0.760

Nordic Harbour

0.792Detailed 0.680 · Overview 0.812 · Physical 0.843$5.94All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Kimi K3 (max) · Nordic Harbour · view 1 of 4 · score 0.792Kimi K3 (max) · Nordic Harbour · view 2 of 4 · score 0.792Kimi K3 (max) · Nordic Harbour · view 3 of 4 · score 0.792Kimi K3 (max) · Nordic Harbour · view 4 of 4 · score 0.792

Paris

0.559Detailed 0.441 · Overview 0.543 · Physical 0.725$15.51All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Kimi K3 (max) · Paris · view 1 of 4 · score 0.559Kimi K3 (max) · Paris · view 2 of 4 · score 0.559Kimi K3 (max) · Paris · view 3 of 4 · score 0.559Kimi K3 (max) · Paris · view 4 of 4 · score 0.559

Post-Apocalyptic Stylized Market

0.734Detailed 0.724 · Overview 0.649 · Physical 0.997$3.42All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Kimi K3 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.734Kimi K3 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.734Kimi K3 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.734Kimi K3 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.734

Ruins

0.585Detailed 0.537 · Overview 0.541 · Physical 0.764$3.21All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Kimi K3 (max) · Ruins · view 1 of 4 · score 0.585Kimi K3 (max) · Ruins · view 2 of 4 · score 0.585Kimi K3 (max) · Ruins · view 3 of 4 · score 0.585Kimi K3 (max) · Ruins · view 4 of 4 · score 0.585

Sci-Fi Environment Offworld

0.813Detailed 0.687 · Overview 0.792 · Physical 1.000$6.53All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Kimi K3 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.813Kimi K3 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.813Kimi K3 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.813Kimi K3 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.813

New York Street

0.598Detailed 0.576 · Overview 0.560 · Physical 0.732$9.21All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Kimi K3 (max) · New York Street · view 1 of 4 · score 0.598Kimi K3 (max) · New York Street · view 2 of 4 · score 0.598Kimi K3 (max) · New York Street · view 3 of 4 · score 0.598Kimi K3 (max) · New York Street · view 4 of 4 · score 0.598

Stylized Elven Valley

0.810Detailed 0.739 · Overview 0.817 · Physical 0.860$7.42All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Kimi K3 (max) · Stylized Elven Valley · view 1 of 4 · score 0.810Kimi K3 (max) · Stylized Elven Valley · view 2 of 4 · score 0.810Kimi K3 (max) · Stylized Elven Valley · view 3 of 4 · score 0.810Kimi K3 (max) · Stylized Elven Valley · view 4 of 4 · score 0.810

Urban Decay

0.739Detailed 0.711 · Overview 0.691 · Physical 0.911$6.88All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Kimi K3 (max) · Urban Decay · view 1 of 4 · score 0.739Kimi K3 (max) · Urban Decay · view 2 of 4 · score 0.739Kimi K3 (max) · Urban Decay · view 3 of 4 · score 0.739Kimi K3 (max) · Urban Decay · view 4 of 4 · score 0.739

Winter Town

0.612Detailed 0.580 · Overview 0.599 · Physical 0.679$5.36All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Kimi K3 (max) · Winter Town · view 1 of 4 · score 0.612Kimi K3 (max) · Winter Town · view 2 of 4 · score 0.612Kimi K3 (max) · Winter Town · view 3 of 4 · score 0.612Kimi K3 (max) · Winter Town · view 4 of 4 · score 0.612
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Kimi K3 (max)

Moonshot AI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank15 of 35
Score0.714
Detailed0.676
Overview0.686
Physical0.837
Median cost$6.23

Cost: sold by subscription; cost = the token counts its CLI logs, at Kimi K3's OpenRouter list price ($0.239 input, $0.21 cached input, $10.8 output per million).

Abandoned Psychiatric Hospital

0.553Detailed 0.582 · Overview 0.620 · Physical 0.325$5.55All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Kimi K3 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.553Kimi K3 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.553Kimi K3 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.553Kimi K3 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.553

Blue City

0.637Detailed 0.685 · Overview 0.570 · Physical 0.791$2.96All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Kimi K3 (max) · Blue City · view 1 of 4 · score 0.637Kimi K3 (max) · Blue City · view 2 of 4 · score 0.637Kimi K3 (max) · Blue City · view 3 of 4 · score 0.637Kimi K3 (max) · Blue City · view 4 of 4 · score 0.637

Castle River

0.819Detailed 0.728 · Overview 0.800 · Physical 0.966$17.08All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Kimi K3 (max) · Castle River · view 1 of 4 · score 0.819Kimi K3 (max) · Castle River · view 2 of 4 · score 0.819Kimi K3 (max) · Castle River · view 3 of 4 · score 0.819Kimi K3 (max) · Castle River · view 4 of 4 · score 0.819

Cyberpunk

0.756Detailed 0.580 · Overview 0.775 · Physical 0.875$9.27All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Kimi K3 (max) · Cyberpunk · view 1 of 4 · score 0.756Kimi K3 (max) · Cyberpunk · view 2 of 4 · score 0.756Kimi K3 (max) · Cyberpunk · view 3 of 4 · score 0.756Kimi K3 (max) · Cyberpunk · view 4 of 4 · score 0.756

Egyptian Temple

0.689Detailed 0.788 · Overview 0.591 · Physical 0.886$6.92All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Kimi K3 (max) · Egyptian Temple · view 1 of 4 · score 0.689Kimi K3 (max) · Egyptian Temple · view 2 of 4 · score 0.689Kimi K3 (max) · Egyptian Temple · view 3 of 4 · score 0.689Kimi K3 (max) · Egyptian Temple · view 4 of 4 · score 0.689

European Street

0.694Detailed 0.755 · Overview 0.612 · Physical 0.876$2.69All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Kimi K3 (max) · European Street · view 1 of 4 · score 0.694Kimi K3 (max) · European Street · view 2 of 4 · score 0.694Kimi K3 (max) · European Street · view 3 of 4 · score 0.694Kimi K3 (max) · European Street · view 4 of 4 · score 0.694

Factory Environment

0.829Detailed 0.855 · Overview 0.783 · Physical 0.941$3.06All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Kimi K3 (max) · Factory Environment · view 1 of 4 · score 0.829Kimi K3 (max) · Factory Environment · view 2 of 4 · score 0.829Kimi K3 (max) · Factory Environment · view 3 of 4 · score 0.829Kimi K3 (max) · Factory Environment · view 4 of 4 · score 0.829

Hong Kong

0.776Detailed 0.804 · Overview 0.732 · Physical 0.877$11.06All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Kimi K3 (max) · Hong Kong · view 1 of 4 · score 0.776Kimi K3 (max) · Hong Kong · view 2 of 4 · score 0.776Kimi K3 (max) · Hong Kong · view 3 of 4 · score 0.776Kimi K3 (max) · Hong Kong · view 4 of 4 · score 0.776

House of Baeryeom

0.778Detailed 0.685 · Overview 0.741 · Physical 0.980$2.14All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Kimi K3 (max) · House of Baeryeom · view 1 of 4 · score 0.778Kimi K3 (max) · House of Baeryeom · view 2 of 4 · score 0.778Kimi K3 (max) · House of Baeryeom · view 3 of 4 · score 0.778Kimi K3 (max) · House of Baeryeom · view 4 of 4 · score 0.778

Medieval Big Farm Town

0.757Detailed 0.698 · Overview 0.739 · Physical 0.872$8.01All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Kimi K3 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.757Kimi K3 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.757Kimi K3 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.757Kimi K3 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.757

Medieval Buildings

0.760Detailed 0.694 · Overview 0.757 · Physical 0.833$4.48All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Kimi K3 (max) · Medieval Buildings · view 1 of 4 · score 0.760Kimi K3 (max) · Medieval Buildings · view 2 of 4 · score 0.760Kimi K3 (max) · Medieval Buildings · view 3 of 4 · score 0.760Kimi K3 (max) · Medieval Buildings · view 4 of 4 · score 0.760

Nordic Harbour

0.792Detailed 0.680 · Overview 0.812 · Physical 0.843$5.94All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Kimi K3 (max) · Nordic Harbour · view 1 of 4 · score 0.792Kimi K3 (max) · Nordic Harbour · view 2 of 4 · score 0.792Kimi K3 (max) · Nordic Harbour · view 3 of 4 · score 0.792Kimi K3 (max) · Nordic Harbour · view 4 of 4 · score 0.792

Paris

0.559Detailed 0.441 · Overview 0.543 · Physical 0.725$15.51All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Kimi K3 (max) · Paris · view 1 of 4 · score 0.559Kimi K3 (max) · Paris · view 2 of 4 · score 0.559Kimi K3 (max) · Paris · view 3 of 4 · score 0.559Kimi K3 (max) · Paris · view 4 of 4 · score 0.559

Post-Apocalyptic Stylized Market

0.734Detailed 0.724 · Overview 0.649 · Physical 0.997$3.42All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Kimi K3 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.734Kimi K3 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.734Kimi K3 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.734Kimi K3 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.734

Ruins

0.585Detailed 0.537 · Overview 0.541 · Physical 0.764$3.21All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Kimi K3 (max) · Ruins · view 1 of 4 · score 0.585Kimi K3 (max) · Ruins · view 2 of 4 · score 0.585Kimi K3 (max) · Ruins · view 3 of 4 · score 0.585Kimi K3 (max) · Ruins · view 4 of 4 · score 0.585

Sci-Fi Environment Offworld

0.813Detailed 0.687 · Overview 0.792 · Physical 1.000$6.53All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Kimi K3 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.813Kimi K3 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.813Kimi K3 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.813Kimi K3 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.813

New York Street

0.598Detailed 0.576 · Overview 0.560 · Physical 0.732$9.21All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Kimi K3 (max) · New York Street · view 1 of 4 · score 0.598Kimi K3 (max) · New York Street · view 2 of 4 · score 0.598Kimi K3 (max) · New York Street · view 3 of 4 · score 0.598Kimi K3 (max) · New York Street · view 4 of 4 · score 0.598

Stylized Elven Valley

0.810Detailed 0.739 · Overview 0.817 · Physical 0.860$7.42All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Kimi K3 (max) · Stylized Elven Valley · view 1 of 4 · score 0.810Kimi K3 (max) · Stylized Elven Valley · view 2 of 4 · score 0.810Kimi K3 (max) · Stylized Elven Valley · view 3 of 4 · score 0.810Kimi K3 (max) · Stylized Elven Valley · view 4 of 4 · score 0.810

Urban Decay

0.739Detailed 0.711 · Overview 0.691 · Physical 0.911$6.88All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Kimi K3 (max) · Urban Decay · view 1 of 4 · score 0.739Kimi K3 (max) · Urban Decay · view 2 of 4 · score 0.739Kimi K3 (max) · Urban Decay · view 3 of 4 · score 0.739Kimi K3 (max) · Urban Decay · view 4 of 4 · score 0.739

Winter Town

0.612Detailed 0.580 · Overview 0.599 · Physical 0.679$5.36All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Kimi K3 (max) · Winter Town · view 1 of 4 · score 0.612Kimi K3 (max) · Winter Town · view 2 of 4 · score 0.612Kimi K3 (max) · Winter Town · view 3 of 4 · score 0.612Kimi K3 (max) · Winter Town · view 4 of 4 · score 0.612
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Kimi K3.1 Pro (max)

Moonshot AI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank10 of 34
Score0.735
Detailed0.679
Overview0.717
Physical0.845
Median cost$4.82

Cost: sold by subscription; cost = the token counts its CLI logs, at Kimi K3.1 Pro's OpenRouter list price ($2 input, $0.20 cached input, $10 output per million).

Abandoned Psychiatric Hospital

0.779Detailed 0.700 · Overview 0.761 · Physical 0.913$15.80All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Kimi K3.1 Pro (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.779Kimi K3.1 Pro (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.779Kimi K3.1 Pro (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.779Kimi K3.1 Pro (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.779

Blue City

0.806Detailed 0.712 · Overview 0.838 · Physical 0.804$2.70All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Kimi K3.1 Pro (max) · Blue City · view 1 of 4 · score 0.806Kimi K3.1 Pro (max) · Blue City · view 2 of 4 · score 0.806Kimi K3.1 Pro (max) · Blue City · view 3 of 4 · score 0.806Kimi K3.1 Pro (max) · Blue City · view 4 of 4 · score 0.806

Castle River

0.779Detailed 0.651 · Overview 0.797 · Physical 0.854$3.74All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Kimi K3.1 Pro (max) · Castle River · view 1 of 4 · score 0.779Kimi K3.1 Pro (max) · Castle River · view 2 of 4 · score 0.779Kimi K3.1 Pro (max) · Castle River · view 3 of 4 · score 0.779Kimi K3.1 Pro (max) · Castle River · view 4 of 4 · score 0.779

Cyberpunk

0.749Detailed 0.559 · Overview 0.732 · Physical 0.990$4.91All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Kimi K3.1 Pro (max) · Cyberpunk · view 1 of 4 · score 0.749Kimi K3.1 Pro (max) · Cyberpunk · view 2 of 4 · score 0.749Kimi K3.1 Pro (max) · Cyberpunk · view 3 of 4 · score 0.749Kimi K3.1 Pro (max) · Cyberpunk · view 4 of 4 · score 0.749

Egyptian Temple

0.756Detailed 0.763 · Overview 0.698 · Physical 0.922$4.97All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Kimi K3.1 Pro (max) · Egyptian Temple · view 1 of 4 · score 0.756Kimi K3.1 Pro (max) · Egyptian Temple · view 2 of 4 · score 0.756Kimi K3.1 Pro (max) · Egyptian Temple · view 3 of 4 · score 0.756Kimi K3.1 Pro (max) · Egyptian Temple · view 4 of 4 · score 0.756

European Street

0.634Detailed 0.744 · Overview 0.518 · Physical 0.875$3.52All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Kimi K3.1 Pro (max) · European Street · view 1 of 4 · score 0.634Kimi K3.1 Pro (max) · European Street · view 2 of 4 · score 0.634Kimi K3.1 Pro (max) · European Street · view 3 of 4 · score 0.634Kimi K3.1 Pro (max) · European Street · view 4 of 4 · score 0.634

Factory Environment

0.789Detailed 0.815 · Overview 0.710 · Physical 1.000$2.85All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Kimi K3.1 Pro (max) · Factory Environment · view 1 of 4 · score 0.789Kimi K3.1 Pro (max) · Factory Environment · view 2 of 4 · score 0.789Kimi K3.1 Pro (max) · Factory Environment · view 3 of 4 · score 0.789Kimi K3.1 Pro (max) · Factory Environment · view 4 of 4 · score 0.789

Hong Kong

0.737Detailed 0.678 · Overview 0.753 · Physical 0.749$6.86All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Kimi K3.1 Pro (max) · Hong Kong · view 1 of 4 · score 0.737Kimi K3.1 Pro (max) · Hong Kong · view 2 of 4 · score 0.737Kimi K3.1 Pro (max) · Hong Kong · view 3 of 4 · score 0.737Kimi K3.1 Pro (max) · Hong Kong · view 4 of 4 · score 0.737

House of Baeryeom

0.758Detailed 0.716 · Overview 0.727 · Physical 0.896$4.35All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Kimi K3.1 Pro (max) · House of Baeryeom · view 1 of 4 · score 0.758Kimi K3.1 Pro (max) · House of Baeryeom · view 2 of 4 · score 0.758Kimi K3.1 Pro (max) · House of Baeryeom · view 3 of 4 · score 0.758Kimi K3.1 Pro (max) · House of Baeryeom · view 4 of 4 · score 0.758

Medieval Big Farm Town

0.802Detailed 0.735 · Overview 0.765 · Physical 0.983$4.50All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Kimi K3.1 Pro (max) · Medieval Big Farm Town · view 1 of 4 · score 0.802Kimi K3.1 Pro (max) · Medieval Big Farm Town · view 2 of 4 · score 0.802Kimi K3.1 Pro (max) · Medieval Big Farm Town · view 3 of 4 · score 0.802Kimi K3.1 Pro (max) · Medieval Big Farm Town · view 4 of 4 · score 0.802

Medieval Buildings

0.728Detailed 0.646 · Overview 0.833 · Physical 0.496$3.86All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Kimi K3.1 Pro (max) · Medieval Buildings · view 1 of 4 · score 0.728Kimi K3.1 Pro (max) · Medieval Buildings · view 2 of 4 · score 0.728Kimi K3.1 Pro (max) · Medieval Buildings · view 3 of 4 · score 0.728Kimi K3.1 Pro (max) · Medieval Buildings · view 4 of 4 · score 0.728

Nordic Harbour

0.792Detailed 0.700 · Overview 0.767 · Physical 0.963$4.73All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Kimi K3.1 Pro (max) · Nordic Harbour · view 1 of 4 · score 0.792Kimi K3.1 Pro (max) · Nordic Harbour · view 2 of 4 · score 0.792Kimi K3.1 Pro (max) · Nordic Harbour · view 3 of 4 · score 0.792Kimi K3.1 Pro (max) · Nordic Harbour · view 4 of 4 · score 0.792

Paris

0.725Detailed 0.708 · Overview 0.752 · Physical 0.660$13.62All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Kimi K3.1 Pro (max) · Paris · view 1 of 4 · score 0.725Kimi K3.1 Pro (max) · Paris · view 2 of 4 · score 0.725Kimi K3.1 Pro (max) · Paris · view 3 of 4 · score 0.725Kimi K3.1 Pro (max) · Paris · view 4 of 4 · score 0.725

Post-Apocalyptic Stylized Market

0.781Detailed 0.651 · Overview 0.771 · Physical 0.943$6.30All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Kimi K3.1 Pro (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.781Kimi K3.1 Pro (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.781Kimi K3.1 Pro (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.781Kimi K3.1 Pro (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.781

Ruins

0.614Detailed 0.583 · Overview 0.496 · Physical 1.000$5.58All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Kimi K3.1 Pro (max) · Ruins · view 1 of 4 · score 0.614Kimi K3.1 Pro (max) · Ruins · view 2 of 4 · score 0.614Kimi K3.1 Pro (max) · Ruins · view 3 of 4 · score 0.614Kimi K3.1 Pro (max) · Ruins · view 4 of 4 · score 0.614

Sci-Fi Environment Offworld

0.801Detailed 0.750 · Overview 0.752 · Physical 1.000$3.32All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Kimi K3.1 Pro (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.801Kimi K3.1 Pro (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.801Kimi K3.1 Pro (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.801Kimi K3.1 Pro (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.801

New York Street

0.791Detailed 0.569 · Overview 0.798 · Physical 0.990$6.89All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Kimi K3.1 Pro (max) · New York Street · view 1 of 4 · score 0.791Kimi K3.1 Pro (max) · New York Street · view 2 of 4 · score 0.791Kimi K3.1 Pro (max) · New York Street · view 3 of 4 · score 0.791Kimi K3.1 Pro (max) · New York Street · view 4 of 4 · score 0.791

Stylized Elven Valley

0.759Detailed 0.808 · Overview 0.825 · Physical 0.514$3.84All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Kimi K3.1 Pro (max) · Stylized Elven Valley · view 1 of 4 · score 0.759Kimi K3.1 Pro (max) · Stylized Elven Valley · view 2 of 4 · score 0.759Kimi K3.1 Pro (max) · Stylized Elven Valley · view 3 of 4 · score 0.759Kimi K3.1 Pro (max) · Stylized Elven Valley · view 4 of 4 · score 0.759

Urban Decay

0.765Detailed 0.795 · Overview 0.755 · Physical 0.765$6.10All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Kimi K3.1 Pro (max) · Urban Decay · view 1 of 4 · score 0.765Kimi K3.1 Pro (max) · Urban Decay · view 2 of 4 · score 0.765Kimi K3.1 Pro (max) · Urban Decay · view 3 of 4 · score 0.765Kimi K3.1 Pro (max) · Urban Decay · view 4 of 4 · score 0.765

Winter Town

0.353Detailed 0.291 · Overview 0.294 · Physical 0.591$8.10All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Kimi K3.1 Pro (max) · Winter Town · view 1 of 4 · score 0.353Kimi K3.1 Pro (max) · Winter Town · view 2 of 4 · score 0.353Kimi K3.1 Pro (max) · Winter Town · view 3 of 4 · score 0.353Kimi K3.1 Pro (max) · Winter Town · view 4 of 4 · score 0.353
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Kimi K3.1 Pro (max)

Moonshot AI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank11 of 35
Score0.735
Detailed0.679
Overview0.717
Physical0.845
Median cost$4.82

Cost: sold by subscription; cost = the token counts its CLI logs, at Kimi K3.1 Pro's OpenRouter list price ($2 input, $0.20 cached input, $10 output per million).

Abandoned Psychiatric Hospital

0.779Detailed 0.700 · Overview 0.761 · Physical 0.913$15.80All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Kimi K3.1 Pro (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.779Kimi K3.1 Pro (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.779Kimi K3.1 Pro (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.779Kimi K3.1 Pro (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.779

Blue City

0.806Detailed 0.712 · Overview 0.838 · Physical 0.804$2.70All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Kimi K3.1 Pro (max) · Blue City · view 1 of 4 · score 0.806Kimi K3.1 Pro (max) · Blue City · view 2 of 4 · score 0.806Kimi K3.1 Pro (max) · Blue City · view 3 of 4 · score 0.806Kimi K3.1 Pro (max) · Blue City · view 4 of 4 · score 0.806

Castle River

0.779Detailed 0.651 · Overview 0.797 · Physical 0.854$3.74All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Kimi K3.1 Pro (max) · Castle River · view 1 of 4 · score 0.779Kimi K3.1 Pro (max) · Castle River · view 2 of 4 · score 0.779Kimi K3.1 Pro (max) · Castle River · view 3 of 4 · score 0.779Kimi K3.1 Pro (max) · Castle River · view 4 of 4 · score 0.779

Cyberpunk

0.749Detailed 0.559 · Overview 0.732 · Physical 0.990$4.91All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Kimi K3.1 Pro (max) · Cyberpunk · view 1 of 4 · score 0.749Kimi K3.1 Pro (max) · Cyberpunk · view 2 of 4 · score 0.749Kimi K3.1 Pro (max) · Cyberpunk · view 3 of 4 · score 0.749Kimi K3.1 Pro (max) · Cyberpunk · view 4 of 4 · score 0.749

Egyptian Temple

0.756Detailed 0.763 · Overview 0.698 · Physical 0.922$4.97All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Kimi K3.1 Pro (max) · Egyptian Temple · view 1 of 4 · score 0.756Kimi K3.1 Pro (max) · Egyptian Temple · view 2 of 4 · score 0.756Kimi K3.1 Pro (max) · Egyptian Temple · view 3 of 4 · score 0.756Kimi K3.1 Pro (max) · Egyptian Temple · view 4 of 4 · score 0.756

European Street

0.634Detailed 0.744 · Overview 0.518 · Physical 0.875$3.52All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Kimi K3.1 Pro (max) · European Street · view 1 of 4 · score 0.634Kimi K3.1 Pro (max) · European Street · view 2 of 4 · score 0.634Kimi K3.1 Pro (max) · European Street · view 3 of 4 · score 0.634Kimi K3.1 Pro (max) · European Street · view 4 of 4 · score 0.634

Factory Environment

0.789Detailed 0.815 · Overview 0.710 · Physical 1.000$2.85All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Kimi K3.1 Pro (max) · Factory Environment · view 1 of 4 · score 0.789Kimi K3.1 Pro (max) · Factory Environment · view 2 of 4 · score 0.789Kimi K3.1 Pro (max) · Factory Environment · view 3 of 4 · score 0.789Kimi K3.1 Pro (max) · Factory Environment · view 4 of 4 · score 0.789

Hong Kong

0.737Detailed 0.678 · Overview 0.753 · Physical 0.749$6.86All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Kimi K3.1 Pro (max) · Hong Kong · view 1 of 4 · score 0.737Kimi K3.1 Pro (max) · Hong Kong · view 2 of 4 · score 0.737Kimi K3.1 Pro (max) · Hong Kong · view 3 of 4 · score 0.737Kimi K3.1 Pro (max) · Hong Kong · view 4 of 4 · score 0.737

House of Baeryeom

0.758Detailed 0.716 · Overview 0.727 · Physical 0.896$4.35All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Kimi K3.1 Pro (max) · House of Baeryeom · view 1 of 4 · score 0.758Kimi K3.1 Pro (max) · House of Baeryeom · view 2 of 4 · score 0.758Kimi K3.1 Pro (max) · House of Baeryeom · view 3 of 4 · score 0.758Kimi K3.1 Pro (max) · House of Baeryeom · view 4 of 4 · score 0.758

Medieval Big Farm Town

0.802Detailed 0.735 · Overview 0.765 · Physical 0.983$4.50All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Kimi K3.1 Pro (max) · Medieval Big Farm Town · view 1 of 4 · score 0.802Kimi K3.1 Pro (max) · Medieval Big Farm Town · view 2 of 4 · score 0.802Kimi K3.1 Pro (max) · Medieval Big Farm Town · view 3 of 4 · score 0.802Kimi K3.1 Pro (max) · Medieval Big Farm Town · view 4 of 4 · score 0.802

Medieval Buildings

0.728Detailed 0.646 · Overview 0.833 · Physical 0.496$3.86All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Kimi K3.1 Pro (max) · Medieval Buildings · view 1 of 4 · score 0.728Kimi K3.1 Pro (max) · Medieval Buildings · view 2 of 4 · score 0.728Kimi K3.1 Pro (max) · Medieval Buildings · view 3 of 4 · score 0.728Kimi K3.1 Pro (max) · Medieval Buildings · view 4 of 4 · score 0.728

Nordic Harbour

0.792Detailed 0.700 · Overview 0.767 · Physical 0.963$4.73All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Kimi K3.1 Pro (max) · Nordic Harbour · view 1 of 4 · score 0.792Kimi K3.1 Pro (max) · Nordic Harbour · view 2 of 4 · score 0.792Kimi K3.1 Pro (max) · Nordic Harbour · view 3 of 4 · score 0.792Kimi K3.1 Pro (max) · Nordic Harbour · view 4 of 4 · score 0.792

Paris

0.725Detailed 0.708 · Overview 0.752 · Physical 0.660$13.62All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Kimi K3.1 Pro (max) · Paris · view 1 of 4 · score 0.725Kimi K3.1 Pro (max) · Paris · view 2 of 4 · score 0.725Kimi K3.1 Pro (max) · Paris · view 3 of 4 · score 0.725Kimi K3.1 Pro (max) · Paris · view 4 of 4 · score 0.725

Post-Apocalyptic Stylized Market

0.781Detailed 0.651 · Overview 0.771 · Physical 0.943$6.30All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Kimi K3.1 Pro (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.781Kimi K3.1 Pro (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.781Kimi K3.1 Pro (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.781Kimi K3.1 Pro (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.781

Ruins

0.614Detailed 0.583 · Overview 0.496 · Physical 1.000$5.58All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Kimi K3.1 Pro (max) · Ruins · view 1 of 4 · score 0.614Kimi K3.1 Pro (max) · Ruins · view 2 of 4 · score 0.614Kimi K3.1 Pro (max) · Ruins · view 3 of 4 · score 0.614Kimi K3.1 Pro (max) · Ruins · view 4 of 4 · score 0.614

Sci-Fi Environment Offworld

0.801Detailed 0.750 · Overview 0.752 · Physical 1.000$3.32All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Kimi K3.1 Pro (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.801Kimi K3.1 Pro (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.801Kimi K3.1 Pro (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.801Kimi K3.1 Pro (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.801

New York Street

0.791Detailed 0.569 · Overview 0.798 · Physical 0.990$6.89All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Kimi K3.1 Pro (max) · New York Street · view 1 of 4 · score 0.791Kimi K3.1 Pro (max) · New York Street · view 2 of 4 · score 0.791Kimi K3.1 Pro (max) · New York Street · view 3 of 4 · score 0.791Kimi K3.1 Pro (max) · New York Street · view 4 of 4 · score 0.791

Stylized Elven Valley

0.759Detailed 0.808 · Overview 0.825 · Physical 0.514$3.84All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Kimi K3.1 Pro (max) · Stylized Elven Valley · view 1 of 4 · score 0.759Kimi K3.1 Pro (max) · Stylized Elven Valley · view 2 of 4 · score 0.759Kimi K3.1 Pro (max) · Stylized Elven Valley · view 3 of 4 · score 0.759Kimi K3.1 Pro (max) · Stylized Elven Valley · view 4 of 4 · score 0.759

Urban Decay

0.765Detailed 0.795 · Overview 0.755 · Physical 0.765$6.10All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Kimi K3.1 Pro (max) · Urban Decay · view 1 of 4 · score 0.765Kimi K3.1 Pro (max) · Urban Decay · view 2 of 4 · score 0.765Kimi K3.1 Pro (max) · Urban Decay · view 3 of 4 · score 0.765Kimi K3.1 Pro (max) · Urban Decay · view 4 of 4 · score 0.765

Winter Town

0.353Detailed 0.291 · Overview 0.294 · Physical 0.591$8.10All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Kimi K3.1 Pro (max) · Winter Town · view 1 of 4 · score 0.353Kimi K3.1 Pro (max) · Winter Town · view 2 of 4 · score 0.353Kimi K3.1 Pro (max) · Winter Town · view 3 of 4 · score 0.353Kimi K3.1 Pro (max) · Winter Town · view 4 of 4 · score 0.353
diff --git a/gallery/model/mimo-v2.6-pro-max.html b/gallery/model/mimo-v2.6-pro-max.html index b1c866732d4b924f731bfb010a699c38c18471f4..1611315b2bc9812535b867e26fb5581d1a2dd75b 100644 --- a/gallery/model/mimo-v2.6-pro-max.html +++ b/gallery/model/mimo-v2.6-pro-max.html @@ -10,7 +10,7 @@
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MiMo V2.6 Pro (max)

Xiaomi · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank24 of 34
Score0.632
Detailed0.572
Overview0.615
Physical0.745
Median cost$0.92

Abandoned Psychiatric Hospital

0.383Detailed 0.509 · Overview 0.287 · Physical 0.545$1.02All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

MiMo V2.6 Pro (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.383MiMo V2.6 Pro (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.383MiMo V2.6 Pro (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.383MiMo V2.6 Pro (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.383

Blue City

0.798Detailed 0.638 · Overview 0.832 · Physical 0.856$0.52All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

MiMo V2.6 Pro (max) · Blue City · view 1 of 4 · score 0.798MiMo V2.6 Pro (max) · Blue City · view 2 of 4 · score 0.798MiMo V2.6 Pro (max) · Blue City · view 3 of 4 · score 0.798MiMo V2.6 Pro (max) · Blue City · view 4 of 4 · score 0.798

Castle River

0.501Detailed 0.302 · Overview 0.446 · Physical 0.866$1.50All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

MiMo V2.6 Pro (max) · Castle River · view 1 of 4 · score 0.501MiMo V2.6 Pro (max) · Castle River · view 2 of 4 · score 0.501MiMo V2.6 Pro (max) · Castle River · view 3 of 4 · score 0.501MiMo V2.6 Pro (max) · Castle River · view 4 of 4 · score 0.501

Cyberpunk

0.733Detailed 0.540 · Overview 0.786 · Physical 0.769$0.83All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

MiMo V2.6 Pro (max) · Cyberpunk · view 1 of 4 · score 0.733MiMo V2.6 Pro (max) · Cyberpunk · view 2 of 4 · score 0.733MiMo V2.6 Pro (max) · Cyberpunk · view 3 of 4 · score 0.733MiMo V2.6 Pro (max) · Cyberpunk · view 4 of 4 · score 0.733

Egyptian Temple

0.733Detailed 0.818 · Overview 0.783 · Physical 0.499$0.88All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

MiMo V2.6 Pro (max) · Egyptian Temple · view 1 of 4 · score 0.733MiMo V2.6 Pro (max) · Egyptian Temple · view 2 of 4 · score 0.733MiMo V2.6 Pro (max) · Egyptian Temple · view 3 of 4 · score 0.733MiMo V2.6 Pro (max) · Egyptian Temple · view 4 of 4 · score 0.733

European Street

0.292Detailed 0.194 · Overview 0.089 · Physical 1.000$0.60All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

MiMo V2.6 Pro (max) · European Street · view 1 of 4 · score 0.292MiMo V2.6 Pro (max) · European Street · view 2 of 4 · score 0.292MiMo V2.6 Pro (max) · European Street · view 3 of 4 · score 0.292MiMo V2.6 Pro (max) · European Street · view 4 of 4 · score 0.292

Factory Environment

0.810Detailed 0.796 · Overview 0.783 · Physical 0.903$0.70All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

MiMo V2.6 Pro (max) · Factory Environment · view 1 of 4 · score 0.810MiMo V2.6 Pro (max) · Factory Environment · view 2 of 4 · score 0.810MiMo V2.6 Pro (max) · Factory Environment · view 3 of 4 · score 0.810MiMo V2.6 Pro (max) · Factory Environment · view 4 of 4 · score 0.810

Hong Kong

0.805Detailed 0.819 · Overview 0.889 · Physical 0.537$1.62All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

MiMo V2.6 Pro (max) · Hong Kong · view 1 of 4 · score 0.805MiMo V2.6 Pro (max) · Hong Kong · view 2 of 4 · score 0.805MiMo V2.6 Pro (max) · Hong Kong · view 3 of 4 · score 0.805MiMo V2.6 Pro (max) · Hong Kong · view 4 of 4 · score 0.805

House of Baeryeom

0.226Detailed 0.458 · Overview 0.058 · Physical 0.500$0.91All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

MiMo V2.6 Pro (max) · House of Baeryeom · view 1 of 4 · score 0.226MiMo V2.6 Pro (max) · House of Baeryeom · view 2 of 4 · score 0.226MiMo V2.6 Pro (max) · House of Baeryeom · view 3 of 4 · score 0.226MiMo V2.6 Pro (max) · House of Baeryeom · view 4 of 4 · score 0.226

Medieval Big Farm Town

0.654Detailed 0.573 · Overview 0.628 · Physical 0.811$1.34All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

MiMo V2.6 Pro (max) · Medieval Big Farm Town · view 1 of 4 · score 0.654MiMo V2.6 Pro (max) · Medieval Big Farm Town · view 2 of 4 · score 0.654MiMo V2.6 Pro (max) · Medieval Big Farm Town · view 3 of 4 · score 0.654MiMo V2.6 Pro (max) · Medieval Big Farm Town · view 4 of 4 · score 0.654

Medieval Buildings

0.705Detailed 0.682 · Overview 0.699 · Physical 0.746$1.91All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

MiMo V2.6 Pro (max) · Medieval Buildings · view 1 of 4 · score 0.705MiMo V2.6 Pro (max) · Medieval Buildings · view 2 of 4 · score 0.705MiMo V2.6 Pro (max) · Medieval Buildings · view 3 of 4 · score 0.705MiMo V2.6 Pro (max) · Medieval Buildings · view 4 of 4 · score 0.705

Nordic Harbour

0.720Detailed 0.589 · Overview 0.760 · Physical 0.731$0.44All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

MiMo V2.6 Pro (max) · Nordic Harbour · view 1 of 4 · score 0.720MiMo V2.6 Pro (max) · Nordic Harbour · view 2 of 4 · score 0.720MiMo V2.6 Pro (max) · Nordic Harbour · view 3 of 4 · score 0.720MiMo V2.6 Pro (max) · Nordic Harbour · view 4 of 4 · score 0.720

Paris

0.403Detailed 0.365 · Overview 0.345 · Physical 0.613$0.86All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

MiMo V2.6 Pro (max) · Paris · view 1 of 4 · score 0.403MiMo V2.6 Pro (max) · Paris · view 2 of 4 · score 0.403MiMo V2.6 Pro (max) · Paris · view 3 of 4 · score 0.403MiMo V2.6 Pro (max) · Paris · view 4 of 4 · score 0.403

Post-Apocalyptic Stylized Market

0.818Detailed 0.700 · Overview 0.797 · Physical 0.998$0.65All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

MiMo V2.6 Pro (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.818MiMo V2.6 Pro (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.818MiMo V2.6 Pro (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.818MiMo V2.6 Pro (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.818

Ruins

0.576Detailed 0.414 · Overview 0.489 · Physical 1.000$1.29All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

MiMo V2.6 Pro (max) · Ruins · view 1 of 4 · score 0.576MiMo V2.6 Pro (max) · Ruins · view 2 of 4 · score 0.576MiMo V2.6 Pro (max) · Ruins · view 3 of 4 · score 0.576MiMo V2.6 Pro (max) · Ruins · view 4 of 4 · score 0.576

Sci-Fi Environment Offworld

0.770Detailed 0.600 · Overview 0.800 · Physical 0.853$0.44All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

MiMo V2.6 Pro (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.770MiMo V2.6 Pro (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.770MiMo V2.6 Pro (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.770MiMo V2.6 Pro (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.770

New York Street

0.797Detailed 0.566 · Overview 0.807 · Physical 1.000$1.22All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

MiMo V2.6 Pro (max) · New York Street · view 1 of 4 · score 0.797MiMo V2.6 Pro (max) · New York Street · view 2 of 4 · score 0.797MiMo V2.6 Pro (max) · New York Street · view 3 of 4 · score 0.797MiMo V2.6 Pro (max) · New York Street · view 4 of 4 · score 0.797

Stylized Elven Valley

0.695Detailed 0.752 · Overview 0.730 · Physical 0.536$1.23All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

MiMo V2.6 Pro (max) · Stylized Elven Valley · view 1 of 4 · score 0.695MiMo V2.6 Pro (max) · Stylized Elven Valley · view 2 of 4 · score 0.695MiMo V2.6 Pro (max) · Stylized Elven Valley · view 3 of 4 · score 0.695MiMo V2.6 Pro (max) · Stylized Elven Valley · view 4 of 4 · score 0.695

Urban Decay

0.755Detailed 0.680 · Overview 0.834 · Physical 0.594$1.46All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

MiMo V2.6 Pro (max) · Urban Decay · view 1 of 4 · score 0.755MiMo V2.6 Pro (max) · Urban Decay · view 2 of 4 · score 0.755MiMo V2.6 Pro (max) · Urban Decay · view 3 of 4 · score 0.755MiMo V2.6 Pro (max) · Urban Decay · view 4 of 4 · score 0.755

Winter Town

0.475Detailed 0.456 · Overview 0.459 · Physical 0.542$0.94All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

MiMo V2.6 Pro (max) · Winter Town · view 1 of 4 · score 0.475MiMo V2.6 Pro (max) · Winter Town · view 2 of 4 · score 0.475MiMo V2.6 Pro (max) · Winter Town · view 3 of 4 · score 0.475MiMo V2.6 Pro (max) · Winter Town · view 4 of 4 · score 0.475
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MiMo V2.6 Pro (max)

Xiaomi · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank25 of 35
Score0.632
Detailed0.572
Overview0.615
Physical0.745
Median cost$0.92

Abandoned Psychiatric Hospital

0.383Detailed 0.509 · Overview 0.287 · Physical 0.545$1.02All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

MiMo V2.6 Pro (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.383MiMo V2.6 Pro (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.383MiMo V2.6 Pro (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.383MiMo V2.6 Pro (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.383

Blue City

0.798Detailed 0.638 · Overview 0.832 · Physical 0.856$0.52All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

MiMo V2.6 Pro (max) · Blue City · view 1 of 4 · score 0.798MiMo V2.6 Pro (max) · Blue City · view 2 of 4 · score 0.798MiMo V2.6 Pro (max) · Blue City · view 3 of 4 · score 0.798MiMo V2.6 Pro (max) · Blue City · view 4 of 4 · score 0.798

Castle River

0.501Detailed 0.302 · Overview 0.446 · Physical 0.866$1.50All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

MiMo V2.6 Pro (max) · Castle River · view 1 of 4 · score 0.501MiMo V2.6 Pro (max) · Castle River · view 2 of 4 · score 0.501MiMo V2.6 Pro (max) · Castle River · view 3 of 4 · score 0.501MiMo V2.6 Pro (max) · Castle River · view 4 of 4 · score 0.501

Cyberpunk

0.733Detailed 0.540 · Overview 0.786 · Physical 0.769$0.83All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

MiMo V2.6 Pro (max) · Cyberpunk · view 1 of 4 · score 0.733MiMo V2.6 Pro (max) · Cyberpunk · view 2 of 4 · score 0.733MiMo V2.6 Pro (max) · Cyberpunk · view 3 of 4 · score 0.733MiMo V2.6 Pro (max) · Cyberpunk · view 4 of 4 · score 0.733

Egyptian Temple

0.733Detailed 0.818 · Overview 0.783 · Physical 0.499$0.88All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

MiMo V2.6 Pro (max) · Egyptian Temple · view 1 of 4 · score 0.733MiMo V2.6 Pro (max) · Egyptian Temple · view 2 of 4 · score 0.733MiMo V2.6 Pro (max) · Egyptian Temple · view 3 of 4 · score 0.733MiMo V2.6 Pro (max) · Egyptian Temple · view 4 of 4 · score 0.733

European Street

0.292Detailed 0.194 · Overview 0.089 · Physical 1.000$0.60All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

MiMo V2.6 Pro (max) · European Street · view 1 of 4 · score 0.292MiMo V2.6 Pro (max) · European Street · view 2 of 4 · score 0.292MiMo V2.6 Pro (max) · European Street · view 3 of 4 · score 0.292MiMo V2.6 Pro (max) · European Street · view 4 of 4 · score 0.292

Factory Environment

0.810Detailed 0.796 · Overview 0.783 · Physical 0.903$0.70All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

MiMo V2.6 Pro (max) · Factory Environment · view 1 of 4 · score 0.810MiMo V2.6 Pro (max) · Factory Environment · view 2 of 4 · score 0.810MiMo V2.6 Pro (max) · Factory Environment · view 3 of 4 · score 0.810MiMo V2.6 Pro (max) · Factory Environment · view 4 of 4 · score 0.810

Hong Kong

0.805Detailed 0.819 · Overview 0.889 · Physical 0.537$1.62All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

MiMo V2.6 Pro (max) · Hong Kong · view 1 of 4 · score 0.805MiMo V2.6 Pro (max) · Hong Kong · view 2 of 4 · score 0.805MiMo V2.6 Pro (max) · Hong Kong · view 3 of 4 · score 0.805MiMo V2.6 Pro (max) · Hong Kong · view 4 of 4 · score 0.805

House of Baeryeom

0.226Detailed 0.458 · Overview 0.058 · Physical 0.500$0.91All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

MiMo V2.6 Pro (max) · House of Baeryeom · view 1 of 4 · score 0.226MiMo V2.6 Pro (max) · House of Baeryeom · view 2 of 4 · score 0.226MiMo V2.6 Pro (max) · House of Baeryeom · view 3 of 4 · score 0.226MiMo V2.6 Pro (max) · House of Baeryeom · view 4 of 4 · score 0.226

Medieval Big Farm Town

0.654Detailed 0.573 · Overview 0.628 · Physical 0.811$1.34All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

MiMo V2.6 Pro (max) · Medieval Big Farm Town · view 1 of 4 · score 0.654MiMo V2.6 Pro (max) · Medieval Big Farm Town · view 2 of 4 · score 0.654MiMo V2.6 Pro (max) · Medieval Big Farm Town · view 3 of 4 · score 0.654MiMo V2.6 Pro (max) · Medieval Big Farm Town · view 4 of 4 · score 0.654

Medieval Buildings

0.705Detailed 0.682 · Overview 0.699 · Physical 0.746$1.91All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

MiMo V2.6 Pro (max) · Medieval Buildings · view 1 of 4 · score 0.705MiMo V2.6 Pro (max) · Medieval Buildings · view 2 of 4 · score 0.705MiMo V2.6 Pro (max) · Medieval Buildings · view 3 of 4 · score 0.705MiMo V2.6 Pro (max) · Medieval Buildings · view 4 of 4 · score 0.705

Nordic Harbour

0.720Detailed 0.589 · Overview 0.760 · Physical 0.731$0.44All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

MiMo V2.6 Pro (max) · Nordic Harbour · view 1 of 4 · score 0.720MiMo V2.6 Pro (max) · Nordic Harbour · view 2 of 4 · score 0.720MiMo V2.6 Pro (max) · Nordic Harbour · view 3 of 4 · score 0.720MiMo V2.6 Pro (max) · Nordic Harbour · view 4 of 4 · score 0.720

Paris

0.403Detailed 0.365 · Overview 0.345 · Physical 0.613$0.86All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

MiMo V2.6 Pro (max) · Paris · view 1 of 4 · score 0.403MiMo V2.6 Pro (max) · Paris · view 2 of 4 · score 0.403MiMo V2.6 Pro (max) · Paris · view 3 of 4 · score 0.403MiMo V2.6 Pro (max) · Paris · view 4 of 4 · score 0.403

Post-Apocalyptic Stylized Market

0.818Detailed 0.700 · Overview 0.797 · Physical 0.998$0.65All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

MiMo V2.6 Pro (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.818MiMo V2.6 Pro (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.818MiMo V2.6 Pro (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.818MiMo V2.6 Pro (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.818

Ruins

0.576Detailed 0.414 · Overview 0.489 · Physical 1.000$1.29All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

MiMo V2.6 Pro (max) · Ruins · view 1 of 4 · score 0.576MiMo V2.6 Pro (max) · Ruins · view 2 of 4 · score 0.576MiMo V2.6 Pro (max) · Ruins · view 3 of 4 · score 0.576MiMo V2.6 Pro (max) · Ruins · view 4 of 4 · score 0.576

Sci-Fi Environment Offworld

0.770Detailed 0.600 · Overview 0.800 · Physical 0.853$0.44All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

MiMo V2.6 Pro (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.770MiMo V2.6 Pro (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.770MiMo V2.6 Pro (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.770MiMo V2.6 Pro (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.770

New York Street

0.797Detailed 0.566 · Overview 0.807 · Physical 1.000$1.22All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

MiMo V2.6 Pro (max) · New York Street · view 1 of 4 · score 0.797MiMo V2.6 Pro (max) · New York Street · view 2 of 4 · score 0.797MiMo V2.6 Pro (max) · New York Street · view 3 of 4 · score 0.797MiMo V2.6 Pro (max) · New York Street · view 4 of 4 · score 0.797

Stylized Elven Valley

0.695Detailed 0.752 · Overview 0.730 · Physical 0.536$1.23All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

MiMo V2.6 Pro (max) · Stylized Elven Valley · view 1 of 4 · score 0.695MiMo V2.6 Pro (max) · Stylized Elven Valley · view 2 of 4 · score 0.695MiMo V2.6 Pro (max) · Stylized Elven Valley · view 3 of 4 · score 0.695MiMo V2.6 Pro (max) · Stylized Elven Valley · view 4 of 4 · score 0.695

Urban Decay

0.755Detailed 0.680 · Overview 0.834 · Physical 0.594$1.46All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

MiMo V2.6 Pro (max) · Urban Decay · view 1 of 4 · score 0.755MiMo V2.6 Pro (max) · Urban Decay · view 2 of 4 · score 0.755MiMo V2.6 Pro (max) · Urban Decay · view 3 of 4 · score 0.755MiMo V2.6 Pro (max) · Urban Decay · view 4 of 4 · score 0.755

Winter Town

0.475Detailed 0.456 · Overview 0.459 · Physical 0.542$0.94All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

MiMo V2.6 Pro (max) · Winter Town · view 1 of 4 · score 0.475MiMo V2.6 Pro (max) · Winter Town · view 2 of 4 · score 0.475MiMo V2.6 Pro (max) · Winter Town · view 3 of 4 · score 0.475MiMo V2.6 Pro (max) · Winter Town · view 4 of 4 · score 0.475
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Muse Ember 1.0 (max)

Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank21 of 34
Score0.664
Detailed0.627
Overview0.618
Physical0.839
Median cost$0.09

Cost: sold by subscription; cost = the token counts its CLI logs, at Muse Ember 1.0's OpenRouter list price ($0.10 input, $0.004 cached input, $0.50 output per million).

Abandoned Psychiatric Hospital

0.777Detailed 0.707 · Overview 0.812 · Physical 0.744$0.12All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Muse Ember 1.0 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.777Muse Ember 1.0 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.777Muse Ember 1.0 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.777Muse Ember 1.0 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.777

Blue City

0.675Detailed 0.652 · Overview 0.589 · Physical 0.954$0.09All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Muse Ember 1.0 (max) · Blue City · view 1 of 4 · score 0.675Muse Ember 1.0 (max) · Blue City · view 2 of 4 · score 0.675Muse Ember 1.0 (max) · Blue City · view 3 of 4 · score 0.675Muse Ember 1.0 (max) · Blue City · view 4 of 4 · score 0.675

Castle River

0.680Detailed 0.616 · Overview 0.727 · Physical 0.602$0.11All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Muse Ember 1.0 (max) · Castle River · view 1 of 4 · score 0.680Muse Ember 1.0 (max) · Castle River · view 2 of 4 · score 0.680Muse Ember 1.0 (max) · Castle River · view 3 of 4 · score 0.680Muse Ember 1.0 (max) · Castle River · view 4 of 4 · score 0.680

Cyberpunk

0.739Detailed 0.660 · Overview 0.705 · Physical 0.920$0.08All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Muse Ember 1.0 (max) · Cyberpunk · view 1 of 4 · score 0.739Muse Ember 1.0 (max) · Cyberpunk · view 2 of 4 · score 0.739Muse Ember 1.0 (max) · Cyberpunk · view 3 of 4 · score 0.739Muse Ember 1.0 (max) · Cyberpunk · view 4 of 4 · score 0.739

Egyptian Temple

0.703Detailed 0.706 · Overview 0.616 · Physical 0.959$0.14All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Muse Ember 1.0 (max) · Egyptian Temple · view 1 of 4 · score 0.703Muse Ember 1.0 (max) · Egyptian Temple · view 2 of 4 · score 0.703Muse Ember 1.0 (max) · Egyptian Temple · view 3 of 4 · score 0.703Muse Ember 1.0 (max) · Egyptian Temple · view 4 of 4 · score 0.703

European Street

0.543Detailed 0.470 · Overview 0.455 · Physical 0.882$0.04All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Muse Ember 1.0 (max) · European Street · view 1 of 4 · score 0.543Muse Ember 1.0 (max) · European Street · view 2 of 4 · score 0.543Muse Ember 1.0 (max) · European Street · view 3 of 4 · score 0.543Muse Ember 1.0 (max) · European Street · view 4 of 4 · score 0.543

Factory Environment

0.849Detailed 0.785 · Overview 0.820 · Physical 1.000$0.04All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Muse Ember 1.0 (max) · Factory Environment · view 1 of 4 · score 0.849Muse Ember 1.0 (max) · Factory Environment · view 2 of 4 · score 0.849Muse Ember 1.0 (max) · Factory Environment · view 3 of 4 · score 0.849Muse Ember 1.0 (max) · Factory Environment · view 4 of 4 · score 0.849

Hong Kong

0.763Detailed 0.778 · Overview 0.769 · Physical 0.732$0.13All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Muse Ember 1.0 (max) · Hong Kong · view 1 of 4 · score 0.763Muse Ember 1.0 (max) · Hong Kong · view 2 of 4 · score 0.763Muse Ember 1.0 (max) · Hong Kong · view 3 of 4 · score 0.763Muse Ember 1.0 (max) · Hong Kong · view 4 of 4 · score 0.763

House of Baeryeom

0.531Detailed 0.574 · Overview 0.600 · Physical 0.283$0.04All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Muse Ember 1.0 (max) · House of Baeryeom · view 1 of 4 · score 0.531Muse Ember 1.0 (max) · House of Baeryeom · view 2 of 4 · score 0.531Muse Ember 1.0 (max) · House of Baeryeom · view 3 of 4 · score 0.531Muse Ember 1.0 (max) · House of Baeryeom · view 4 of 4 · score 0.531

Medieval Big Farm Town

0.781Detailed 0.790 · Overview 0.738 · Physical 0.902$0.17All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Muse Ember 1.0 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.781Muse Ember 1.0 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.781Muse Ember 1.0 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.781Muse Ember 1.0 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.781

Medieval Buildings

0.526Detailed 0.623 · Overview 0.449 · Physical 0.661$0.17All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Muse Ember 1.0 (max) · Medieval Buildings · view 1 of 4 · score 0.526Muse Ember 1.0 (max) · Medieval Buildings · view 2 of 4 · score 0.526Muse Ember 1.0 (max) · Medieval Buildings · view 3 of 4 · score 0.526Muse Ember 1.0 (max) · Medieval Buildings · view 4 of 4 · score 0.526

Nordic Harbour

0.795Detailed 0.782 · Overview 0.759 · Physical 0.915$0.16All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Muse Ember 1.0 (max) · Nordic Harbour · view 1 of 4 · score 0.795Muse Ember 1.0 (max) · Nordic Harbour · view 2 of 4 · score 0.795Muse Ember 1.0 (max) · Nordic Harbour · view 3 of 4 · score 0.795Muse Ember 1.0 (max) · Nordic Harbour · view 4 of 4 · score 0.795

Paris

0.701Detailed 0.522 · Overview 0.716 · Physical 0.832$0.18All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Muse Ember 1.0 (max) · Paris · view 1 of 4 · score 0.701Muse Ember 1.0 (max) · Paris · view 2 of 4 · score 0.701Muse Ember 1.0 (max) · Paris · view 3 of 4 · score 0.701Muse Ember 1.0 (max) · Paris · view 4 of 4 · score 0.701

Post-Apocalyptic Stylized Market

0.738Detailed 0.644 · Overview 0.686 · Physical 0.990$0.08All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Muse Ember 1.0 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.738Muse Ember 1.0 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.738Muse Ember 1.0 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.738Muse Ember 1.0 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.738

Ruins

0.434Detailed 0.310 · Overview 0.287 · Physical 0.997$0.08All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Muse Ember 1.0 (max) · Ruins · view 1 of 4 · score 0.434Muse Ember 1.0 (max) · Ruins · view 2 of 4 · score 0.434Muse Ember 1.0 (max) · Ruins · view 3 of 4 · score 0.434Muse Ember 1.0 (max) · Ruins · view 4 of 4 · score 0.434

Sci-Fi Environment Offworld

0.752Detailed 0.675 · Overview 0.696 · Physical 1.000$0.04All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Muse Ember 1.0 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.752Muse Ember 1.0 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.752Muse Ember 1.0 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.752Muse Ember 1.0 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.752

New York Street

0.701Detailed 0.620 · Overview 0.629 · Physical 1.000$0.20All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Muse Ember 1.0 (max) · New York Street · view 1 of 4 · score 0.701Muse Ember 1.0 (max) · New York Street · view 2 of 4 · score 0.701Muse Ember 1.0 (max) · New York Street · view 3 of 4 · score 0.701Muse Ember 1.0 (max) · New York Street · view 4 of 4 · score 0.701

Stylized Elven Valley

0.711Detailed 0.703 · Overview 0.617 · Physical 1.000$0.09All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Muse Ember 1.0 (max) · Stylized Elven Valley · view 1 of 4 · score 0.711Muse Ember 1.0 (max) · Stylized Elven Valley · view 2 of 4 · score 0.711Muse Ember 1.0 (max) · Stylized Elven Valley · view 3 of 4 · score 0.711Muse Ember 1.0 (max) · Stylized Elven Valley · view 4 of 4 · score 0.711

Urban Decay

0.443Detailed 0.549 · Overview 0.353 · Physical 0.606$0.06All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Muse Ember 1.0 (max) · Urban Decay · view 1 of 4 · score 0.443Muse Ember 1.0 (max) · Urban Decay · view 2 of 4 · score 0.443Muse Ember 1.0 (max) · Urban Decay · view 3 of 4 · score 0.443Muse Ember 1.0 (max) · Urban Decay · view 4 of 4 · score 0.443

Winter Town

0.438Detailed 0.374 · Overview 0.339 · Physical 0.798$0.01All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Muse Ember 1.0 (max) · Winter Town · view 1 of 4 · score 0.438Muse Ember 1.0 (max) · Winter Town · view 2 of 4 · score 0.438Muse Ember 1.0 (max) · Winter Town · view 3 of 4 · score 0.438Muse Ember 1.0 (max) · Winter Town · view 4 of 4 · score 0.438
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Muse Ember 1.0 (max)

Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank22 of 35
Score0.664
Detailed0.627
Overview0.618
Physical0.839
Median cost$0.09

Cost: sold by subscription; cost = the token counts its CLI logs, at Muse Ember 1.0's OpenRouter list price ($0.10 input, $0.004 cached input, $0.50 output per million).

Abandoned Psychiatric Hospital

0.777Detailed 0.707 · Overview 0.812 · Physical 0.744$0.12All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Muse Ember 1.0 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.777Muse Ember 1.0 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.777Muse Ember 1.0 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.777Muse Ember 1.0 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.777

Blue City

0.675Detailed 0.652 · Overview 0.589 · Physical 0.954$0.09All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Muse Ember 1.0 (max) · Blue City · view 1 of 4 · score 0.675Muse Ember 1.0 (max) · Blue City · view 2 of 4 · score 0.675Muse Ember 1.0 (max) · Blue City · view 3 of 4 · score 0.675Muse Ember 1.0 (max) · Blue City · view 4 of 4 · score 0.675

Castle River

0.680Detailed 0.616 · Overview 0.727 · Physical 0.602$0.11All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Muse Ember 1.0 (max) · Castle River · view 1 of 4 · score 0.680Muse Ember 1.0 (max) · Castle River · view 2 of 4 · score 0.680Muse Ember 1.0 (max) · Castle River · view 3 of 4 · score 0.680Muse Ember 1.0 (max) · Castle River · view 4 of 4 · score 0.680

Cyberpunk

0.739Detailed 0.660 · Overview 0.705 · Physical 0.920$0.08All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Muse Ember 1.0 (max) · Cyberpunk · view 1 of 4 · score 0.739Muse Ember 1.0 (max) · Cyberpunk · view 2 of 4 · score 0.739Muse Ember 1.0 (max) · Cyberpunk · view 3 of 4 · score 0.739Muse Ember 1.0 (max) · Cyberpunk · view 4 of 4 · score 0.739

Egyptian Temple

0.703Detailed 0.706 · Overview 0.616 · Physical 0.959$0.14All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Muse Ember 1.0 (max) · Egyptian Temple · view 1 of 4 · score 0.703Muse Ember 1.0 (max) · Egyptian Temple · view 2 of 4 · score 0.703Muse Ember 1.0 (max) · Egyptian Temple · view 3 of 4 · score 0.703Muse Ember 1.0 (max) · Egyptian Temple · view 4 of 4 · score 0.703

European Street

0.543Detailed 0.470 · Overview 0.455 · Physical 0.882$0.04All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Muse Ember 1.0 (max) · European Street · view 1 of 4 · score 0.543Muse Ember 1.0 (max) · European Street · view 2 of 4 · score 0.543Muse Ember 1.0 (max) · European Street · view 3 of 4 · score 0.543Muse Ember 1.0 (max) · European Street · view 4 of 4 · score 0.543

Factory Environment

0.849Detailed 0.785 · Overview 0.820 · Physical 1.000$0.04All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Muse Ember 1.0 (max) · Factory Environment · view 1 of 4 · score 0.849Muse Ember 1.0 (max) · Factory Environment · view 2 of 4 · score 0.849Muse Ember 1.0 (max) · Factory Environment · view 3 of 4 · score 0.849Muse Ember 1.0 (max) · Factory Environment · view 4 of 4 · score 0.849

Hong Kong

0.763Detailed 0.778 · Overview 0.769 · Physical 0.732$0.13All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Muse Ember 1.0 (max) · Hong Kong · view 1 of 4 · score 0.763Muse Ember 1.0 (max) · Hong Kong · view 2 of 4 · score 0.763Muse Ember 1.0 (max) · Hong Kong · view 3 of 4 · score 0.763Muse Ember 1.0 (max) · Hong Kong · view 4 of 4 · score 0.763

House of Baeryeom

0.531Detailed 0.574 · Overview 0.600 · Physical 0.283$0.04All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Muse Ember 1.0 (max) · House of Baeryeom · view 1 of 4 · score 0.531Muse Ember 1.0 (max) · House of Baeryeom · view 2 of 4 · score 0.531Muse Ember 1.0 (max) · House of Baeryeom · view 3 of 4 · score 0.531Muse Ember 1.0 (max) · House of Baeryeom · view 4 of 4 · score 0.531

Medieval Big Farm Town

0.781Detailed 0.790 · Overview 0.738 · Physical 0.902$0.17All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Muse Ember 1.0 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.781Muse Ember 1.0 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.781Muse Ember 1.0 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.781Muse Ember 1.0 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.781

Medieval Buildings

0.526Detailed 0.623 · Overview 0.449 · Physical 0.661$0.17All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Muse Ember 1.0 (max) · Medieval Buildings · view 1 of 4 · score 0.526Muse Ember 1.0 (max) · Medieval Buildings · view 2 of 4 · score 0.526Muse Ember 1.0 (max) · Medieval Buildings · view 3 of 4 · score 0.526Muse Ember 1.0 (max) · Medieval Buildings · view 4 of 4 · score 0.526

Nordic Harbour

0.795Detailed 0.782 · Overview 0.759 · Physical 0.915$0.16All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Muse Ember 1.0 (max) · Nordic Harbour · view 1 of 4 · score 0.795Muse Ember 1.0 (max) · Nordic Harbour · view 2 of 4 · score 0.795Muse Ember 1.0 (max) · Nordic Harbour · view 3 of 4 · score 0.795Muse Ember 1.0 (max) · Nordic Harbour · view 4 of 4 · score 0.795

Paris

0.701Detailed 0.522 · Overview 0.716 · Physical 0.832$0.18All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Muse Ember 1.0 (max) · Paris · view 1 of 4 · score 0.701Muse Ember 1.0 (max) · Paris · view 2 of 4 · score 0.701Muse Ember 1.0 (max) · Paris · view 3 of 4 · score 0.701Muse Ember 1.0 (max) · Paris · view 4 of 4 · score 0.701

Post-Apocalyptic Stylized Market

0.738Detailed 0.644 · Overview 0.686 · Physical 0.990$0.08All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Muse Ember 1.0 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.738Muse Ember 1.0 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.738Muse Ember 1.0 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.738Muse Ember 1.0 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.738

Ruins

0.434Detailed 0.310 · Overview 0.287 · Physical 0.997$0.08All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Muse Ember 1.0 (max) · Ruins · view 1 of 4 · score 0.434Muse Ember 1.0 (max) · Ruins · view 2 of 4 · score 0.434Muse Ember 1.0 (max) · Ruins · view 3 of 4 · score 0.434Muse Ember 1.0 (max) · Ruins · view 4 of 4 · score 0.434

Sci-Fi Environment Offworld

0.752Detailed 0.675 · Overview 0.696 · Physical 1.000$0.04All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Muse Ember 1.0 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.752Muse Ember 1.0 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.752Muse Ember 1.0 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.752Muse Ember 1.0 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.752

New York Street

0.701Detailed 0.620 · Overview 0.629 · Physical 1.000$0.20All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Muse Ember 1.0 (max) · New York Street · view 1 of 4 · score 0.701Muse Ember 1.0 (max) · New York Street · view 2 of 4 · score 0.701Muse Ember 1.0 (max) · New York Street · view 3 of 4 · score 0.701Muse Ember 1.0 (max) · New York Street · view 4 of 4 · score 0.701

Stylized Elven Valley

0.711Detailed 0.703 · Overview 0.617 · Physical 1.000$0.09All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Muse Ember 1.0 (max) · Stylized Elven Valley · view 1 of 4 · score 0.711Muse Ember 1.0 (max) · Stylized Elven Valley · view 2 of 4 · score 0.711Muse Ember 1.0 (max) · Stylized Elven Valley · view 3 of 4 · score 0.711Muse Ember 1.0 (max) · Stylized Elven Valley · view 4 of 4 · score 0.711

Urban Decay

0.443Detailed 0.549 · Overview 0.353 · Physical 0.606$0.06All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Muse Ember 1.0 (max) · Urban Decay · view 1 of 4 · score 0.443Muse Ember 1.0 (max) · Urban Decay · view 2 of 4 · score 0.443Muse Ember 1.0 (max) · Urban Decay · view 3 of 4 · score 0.443Muse Ember 1.0 (max) · Urban Decay · view 4 of 4 · score 0.443

Winter Town

0.438Detailed 0.374 · Overview 0.339 · Physical 0.798$0.01All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Muse Ember 1.0 (max) · Winter Town · view 1 of 4 · score 0.438Muse Ember 1.0 (max) · Winter Town · view 2 of 4 · score 0.438Muse Ember 1.0 (max) · Winter Town · view 3 of 4 · score 0.438Muse Ember 1.0 (max) · Winter Town · view 4 of 4 · score 0.438
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Muse Spark 1.3 (max)

Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank17 of 34
Score0.696
Detailed0.641
Overview0.667
Physical0.839
Median cost$3.24

Cost: sold by subscription; cost = the token counts its CLI logs, at Muse Spark 1.3's per-token list price.

Abandoned Psychiatric Hospital

0.608Detailed 0.508 · Overview 0.520 · Physical 0.971$14.27All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.608Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.608Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.608Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.608

Blue City

0.744Detailed 0.722 · Overview 0.669 · Physical 0.989$1.28All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Muse Spark 1.3 (max) · Blue City · view 1 of 4 · score 0.744Muse Spark 1.3 (max) · Blue City · view 2 of 4 · score 0.744Muse Spark 1.3 (max) · Blue City · view 3 of 4 · score 0.744Muse Spark 1.3 (max) · Blue City · view 4 of 4 · score 0.744

Castle River

0.669Detailed 0.696 · Overview 0.618 · Physical 0.799$1.41All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Muse Spark 1.3 (max) · Castle River · view 1 of 4 · score 0.669Muse Spark 1.3 (max) · Castle River · view 2 of 4 · score 0.669Muse Spark 1.3 (max) · Castle River · view 3 of 4 · score 0.669Muse Spark 1.3 (max) · Castle River · view 4 of 4 · score 0.669

Cyberpunk

0.844Detailed 0.763 · Overview 0.860 · Physical 0.877$5.98All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Muse Spark 1.3 (max) · Cyberpunk · view 1 of 4 · score 0.844Muse Spark 1.3 (max) · Cyberpunk · view 2 of 4 · score 0.844Muse Spark 1.3 (max) · Cyberpunk · view 3 of 4 · score 0.844Muse Spark 1.3 (max) · Cyberpunk · view 4 of 4 · score 0.844

Egyptian Temple

0.804Detailed 0.741 · Overview 0.760 · Physical 1.000$3.94All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Muse Spark 1.3 (max) · Egyptian Temple · view 1 of 4 · score 0.804Muse Spark 1.3 (max) · Egyptian Temple · view 2 of 4 · score 0.804Muse Spark 1.3 (max) · Egyptian Temple · view 3 of 4 · score 0.804Muse Spark 1.3 (max) · Egyptian Temple · view 4 of 4 · score 0.804

European Street

0.623Detailed 0.619 · Overview 0.540 · Physical 0.875$2.22All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Muse Spark 1.3 (max) · European Street · view 1 of 4 · score 0.623Muse Spark 1.3 (max) · European Street · view 2 of 4 · score 0.623Muse Spark 1.3 (max) · European Street · view 3 of 4 · score 0.623Muse Spark 1.3 (max) · European Street · view 4 of 4 · score 0.623

Factory Environment

0.825Detailed 0.790 · Overview 0.783 · Physical 0.985$1.10All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Muse Spark 1.3 (max) · Factory Environment · view 1 of 4 · score 0.825Muse Spark 1.3 (max) · Factory Environment · view 2 of 4 · score 0.825Muse Spark 1.3 (max) · Factory Environment · view 3 of 4 · score 0.825Muse Spark 1.3 (max) · Factory Environment · view 4 of 4 · score 0.825

Hong Kong

0.862Detailed 0.823 · Overview 0.896 · Physical 0.797$3.07All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Muse Spark 1.3 (max) · Hong Kong · view 1 of 4 · score 0.862Muse Spark 1.3 (max) · Hong Kong · view 2 of 4 · score 0.862Muse Spark 1.3 (max) · Hong Kong · view 3 of 4 · score 0.862Muse Spark 1.3 (max) · Hong Kong · view 4 of 4 · score 0.862

House of Baeryeom

0.097Detailed 0.210 · Overview 0.092 · Physical 0.000$0.41All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Muse Spark 1.3 (max) · House of Baeryeom · view 1 of 4 · score 0.097Muse Spark 1.3 (max) · House of Baeryeom · view 2 of 4 · score 0.097Muse Spark 1.3 (max) · House of Baeryeom · view 3 of 4 · score 0.097Muse Spark 1.3 (max) · House of Baeryeom · view 4 of 4 · score 0.097

Medieval Big Farm Town

0.845Detailed 0.765 · Overview 0.845 · Physical 0.927$3.22All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Muse Spark 1.3 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.845Muse Spark 1.3 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.845Muse Spark 1.3 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.845Muse Spark 1.3 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.845

Medieval Buildings

0.741Detailed 0.685 · Overview 0.757 · Physical 0.748$15.86All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Muse Spark 1.3 (max) · Medieval Buildings · view 1 of 4 · score 0.741Muse Spark 1.3 (max) · Medieval Buildings · view 2 of 4 · score 0.741Muse Spark 1.3 (max) · Medieval Buildings · view 3 of 4 · score 0.741Muse Spark 1.3 (max) · Medieval Buildings · view 4 of 4 · score 0.741

Nordic Harbour

0.674Detailed 0.519 · Overview 0.629 · Physical 0.964$0.53All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Muse Spark 1.3 (max) · Nordic Harbour · view 1 of 4 · score 0.674Muse Spark 1.3 (max) · Nordic Harbour · view 2 of 4 · score 0.674Muse Spark 1.3 (max) · Nordic Harbour · view 3 of 4 · score 0.674Muse Spark 1.3 (max) · Nordic Harbour · view 4 of 4 · score 0.674

Paris

0.722Detailed 0.547 · Overview 0.787 · Physical 0.702$6.65All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Muse Spark 1.3 (max) · Paris · view 1 of 4 · score 0.722Muse Spark 1.3 (max) · Paris · view 2 of 4 · score 0.722Muse Spark 1.3 (max) · Paris · view 3 of 4 · score 0.722Muse Spark 1.3 (max) · Paris · view 4 of 4 · score 0.722

Post-Apocalyptic Stylized Market

0.660Detailed 0.810 · Overview 0.582 · Physical 0.742$5.15All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.660Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.660Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.660Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.660

Ruins

0.602Detailed 0.512 · Overview 0.503 · Physical 0.989$3.56All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Muse Spark 1.3 (max) · Ruins · view 1 of 4 · score 0.602Muse Spark 1.3 (max) · Ruins · view 2 of 4 · score 0.602Muse Spark 1.3 (max) · Ruins · view 3 of 4 · score 0.602Muse Spark 1.3 (max) · Ruins · view 4 of 4 · score 0.602

Sci-Fi Environment Offworld

0.826Detailed 0.637 · Overview 0.831 · Physical 1.000$0.81All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.826Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.826Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.826Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.826

New York Street

0.763Detailed 0.603 · Overview 0.757 · Physical 0.942$3.26All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Muse Spark 1.3 (max) · New York Street · view 1 of 4 · score 0.763Muse Spark 1.3 (max) · New York Street · view 2 of 4 · score 0.763Muse Spark 1.3 (max) · New York Street · view 3 of 4 · score 0.763Muse Spark 1.3 (max) · New York Street · view 4 of 4 · score 0.763

Stylized Elven Valley

0.810Detailed 0.790 · Overview 0.798 · Physical 0.865$4.93All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Muse Spark 1.3 (max) · Stylized Elven Valley · view 1 of 4 · score 0.810Muse Spark 1.3 (max) · Stylized Elven Valley · view 2 of 4 · score 0.810Muse Spark 1.3 (max) · Stylized Elven Valley · view 3 of 4 · score 0.810Muse Spark 1.3 (max) · Stylized Elven Valley · view 4 of 4 · score 0.810

Urban Decay

0.702Detailed 0.655 · Overview 0.714 · Physical 0.713$4.69All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Muse Spark 1.3 (max) · Urban Decay · view 1 of 4 · score 0.702Muse Spark 1.3 (max) · Urban Decay · view 2 of 4 · score 0.702Muse Spark 1.3 (max) · Urban Decay · view 3 of 4 · score 0.702Muse Spark 1.3 (max) · Urban Decay · view 4 of 4 · score 0.702

Winter Town

0.504Detailed 0.430 · Overview 0.395 · Physical 0.902$2.47All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Muse Spark 1.3 (max) · Winter Town · view 1 of 4 · score 0.504Muse Spark 1.3 (max) · Winter Town · view 2 of 4 · score 0.504Muse Spark 1.3 (max) · Winter Town · view 3 of 4 · score 0.504Muse Spark 1.3 (max) · Winter Town · view 4 of 4 · score 0.504
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Muse Spark 1.3 (max)

Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank18 of 35
Score0.696
Detailed0.641
Overview0.667
Physical0.839
Median cost$3.24

Cost: sold by subscription; cost = the token counts its CLI logs, at Muse Spark 1.3's per-token list price.

Abandoned Psychiatric Hospital

0.608Detailed 0.508 · Overview 0.520 · Physical 0.971$14.27All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.608Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.608Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.608Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.608

Blue City

0.744Detailed 0.722 · Overview 0.669 · Physical 0.989$1.28All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Muse Spark 1.3 (max) · Blue City · view 1 of 4 · score 0.744Muse Spark 1.3 (max) · Blue City · view 2 of 4 · score 0.744Muse Spark 1.3 (max) · Blue City · view 3 of 4 · score 0.744Muse Spark 1.3 (max) · Blue City · view 4 of 4 · score 0.744

Castle River

0.669Detailed 0.696 · Overview 0.618 · Physical 0.799$1.41All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Muse Spark 1.3 (max) · Castle River · view 1 of 4 · score 0.669Muse Spark 1.3 (max) · Castle River · view 2 of 4 · score 0.669Muse Spark 1.3 (max) · Castle River · view 3 of 4 · score 0.669Muse Spark 1.3 (max) · Castle River · view 4 of 4 · score 0.669

Cyberpunk

0.844Detailed 0.763 · Overview 0.860 · Physical 0.877$5.98All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Muse Spark 1.3 (max) · Cyberpunk · view 1 of 4 · score 0.844Muse Spark 1.3 (max) · Cyberpunk · view 2 of 4 · score 0.844Muse Spark 1.3 (max) · Cyberpunk · view 3 of 4 · score 0.844Muse Spark 1.3 (max) · Cyberpunk · view 4 of 4 · score 0.844

Egyptian Temple

0.804Detailed 0.741 · Overview 0.760 · Physical 1.000$3.94All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Muse Spark 1.3 (max) · Egyptian Temple · view 1 of 4 · score 0.804Muse Spark 1.3 (max) · Egyptian Temple · view 2 of 4 · score 0.804Muse Spark 1.3 (max) · Egyptian Temple · view 3 of 4 · score 0.804Muse Spark 1.3 (max) · Egyptian Temple · view 4 of 4 · score 0.804

European Street

0.623Detailed 0.619 · Overview 0.540 · Physical 0.875$2.22All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Muse Spark 1.3 (max) · European Street · view 1 of 4 · score 0.623Muse Spark 1.3 (max) · European Street · view 2 of 4 · score 0.623Muse Spark 1.3 (max) · European Street · view 3 of 4 · score 0.623Muse Spark 1.3 (max) · European Street · view 4 of 4 · score 0.623

Factory Environment

0.825Detailed 0.790 · Overview 0.783 · Physical 0.985$1.10All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Muse Spark 1.3 (max) · Factory Environment · view 1 of 4 · score 0.825Muse Spark 1.3 (max) · Factory Environment · view 2 of 4 · score 0.825Muse Spark 1.3 (max) · Factory Environment · view 3 of 4 · score 0.825Muse Spark 1.3 (max) · Factory Environment · view 4 of 4 · score 0.825

Hong Kong

0.862Detailed 0.823 · Overview 0.896 · Physical 0.797$3.07All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Muse Spark 1.3 (max) · Hong Kong · view 1 of 4 · score 0.862Muse Spark 1.3 (max) · Hong Kong · view 2 of 4 · score 0.862Muse Spark 1.3 (max) · Hong Kong · view 3 of 4 · score 0.862Muse Spark 1.3 (max) · Hong Kong · view 4 of 4 · score 0.862

House of Baeryeom

0.097Detailed 0.210 · Overview 0.092 · Physical 0.000$0.41All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Muse Spark 1.3 (max) · House of Baeryeom · view 1 of 4 · score 0.097Muse Spark 1.3 (max) · House of Baeryeom · view 2 of 4 · score 0.097Muse Spark 1.3 (max) · House of Baeryeom · view 3 of 4 · score 0.097Muse Spark 1.3 (max) · House of Baeryeom · view 4 of 4 · score 0.097

Medieval Big Farm Town

0.845Detailed 0.765 · Overview 0.845 · Physical 0.927$3.22All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Muse Spark 1.3 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.845Muse Spark 1.3 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.845Muse Spark 1.3 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.845Muse Spark 1.3 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.845

Medieval Buildings

0.741Detailed 0.685 · Overview 0.757 · Physical 0.748$15.86All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Muse Spark 1.3 (max) · Medieval Buildings · view 1 of 4 · score 0.741Muse Spark 1.3 (max) · Medieval Buildings · view 2 of 4 · score 0.741Muse Spark 1.3 (max) · Medieval Buildings · view 3 of 4 · score 0.741Muse Spark 1.3 (max) · Medieval Buildings · view 4 of 4 · score 0.741

Nordic Harbour

0.674Detailed 0.519 · Overview 0.629 · Physical 0.964$0.53All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Muse Spark 1.3 (max) · Nordic Harbour · view 1 of 4 · score 0.674Muse Spark 1.3 (max) · Nordic Harbour · view 2 of 4 · score 0.674Muse Spark 1.3 (max) · Nordic Harbour · view 3 of 4 · score 0.674Muse Spark 1.3 (max) · Nordic Harbour · view 4 of 4 · score 0.674

Paris

0.722Detailed 0.547 · Overview 0.787 · Physical 0.702$6.65All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Muse Spark 1.3 (max) · Paris · view 1 of 4 · score 0.722Muse Spark 1.3 (max) · Paris · view 2 of 4 · score 0.722Muse Spark 1.3 (max) · Paris · view 3 of 4 · score 0.722Muse Spark 1.3 (max) · Paris · view 4 of 4 · score 0.722

Post-Apocalyptic Stylized Market

0.660Detailed 0.810 · Overview 0.582 · Physical 0.742$5.15All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.660Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.660Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.660Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.660

Ruins

0.602Detailed 0.512 · Overview 0.503 · Physical 0.989$3.56All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Muse Spark 1.3 (max) · Ruins · view 1 of 4 · score 0.602Muse Spark 1.3 (max) · Ruins · view 2 of 4 · score 0.602Muse Spark 1.3 (max) · Ruins · view 3 of 4 · score 0.602Muse Spark 1.3 (max) · Ruins · view 4 of 4 · score 0.602

Sci-Fi Environment Offworld

0.826Detailed 0.637 · Overview 0.831 · Physical 1.000$0.81All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.826Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.826Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.826Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.826

New York Street

0.763Detailed 0.603 · Overview 0.757 · Physical 0.942$3.26All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Muse Spark 1.3 (max) · New York Street · view 1 of 4 · score 0.763Muse Spark 1.3 (max) · New York Street · view 2 of 4 · score 0.763Muse Spark 1.3 (max) · New York Street · view 3 of 4 · score 0.763Muse Spark 1.3 (max) · New York Street · view 4 of 4 · score 0.763

Stylized Elven Valley

0.810Detailed 0.790 · Overview 0.798 · Physical 0.865$4.93All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Muse Spark 1.3 (max) · Stylized Elven Valley · view 1 of 4 · score 0.810Muse Spark 1.3 (max) · Stylized Elven Valley · view 2 of 4 · score 0.810Muse Spark 1.3 (max) · Stylized Elven Valley · view 3 of 4 · score 0.810Muse Spark 1.3 (max) · Stylized Elven Valley · view 4 of 4 · score 0.810

Urban Decay

0.702Detailed 0.655 · Overview 0.714 · Physical 0.713$4.69All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Muse Spark 1.3 (max) · Urban Decay · view 1 of 4 · score 0.702Muse Spark 1.3 (max) · Urban Decay · view 2 of 4 · score 0.702Muse Spark 1.3 (max) · Urban Decay · view 3 of 4 · score 0.702Muse Spark 1.3 (max) · Urban Decay · view 4 of 4 · score 0.702

Winter Town

0.504Detailed 0.430 · Overview 0.395 · Physical 0.902$2.47All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Muse Spark 1.3 (max) · Winter Town · view 1 of 4 · score 0.504Muse Spark 1.3 (max) · Winter Town · view 2 of 4 · score 0.504Muse Spark 1.3 (max) · Winter Town · view 3 of 4 · score 0.504Muse Spark 1.3 (max) · Winter Town · view 4 of 4 · score 0.504
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Muse Spark Open (max)

Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank27 of 34
Score0.611
Detailed0.583
Overview0.591
Physical0.700
Median cost$2.01

Abandoned Psychiatric Hospital

0.525Detailed 0.520 · Overview 0.402 · Physical 0.900$1.52All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Muse Spark Open (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.525Muse Spark Open (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.525Muse Spark Open (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.525Muse Spark Open (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.525

Blue City

0.609Detailed 0.566 · Overview 0.539 · Physical 0.862$1.80All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Muse Spark Open (max) · Blue City · view 1 of 4 · score 0.609Muse Spark Open (max) · Blue City · view 2 of 4 · score 0.609Muse Spark Open (max) · Blue City · view 3 of 4 · score 0.609Muse Spark Open (max) · Blue City · view 4 of 4 · score 0.609

Castle River

0.512Detailed 0.696 · Overview 0.460 · Physical 0.484$2.61All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Muse Spark Open (max) · Castle River · view 1 of 4 · score 0.512Muse Spark Open (max) · Castle River · view 2 of 4 · score 0.512Muse Spark Open (max) · Castle River · view 3 of 4 · score 0.512Muse Spark Open (max) · Castle River · view 4 of 4 · score 0.512

Cyberpunk

0.611Detailed 0.498 · Overview 0.652 · Physical 0.600$0.90All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Muse Spark Open (max) · Cyberpunk · view 1 of 4 · score 0.611Muse Spark Open (max) · Cyberpunk · view 2 of 4 · score 0.611Muse Spark Open (max) · Cyberpunk · view 3 of 4 · score 0.611Muse Spark Open (max) · Cyberpunk · view 4 of 4 · score 0.611

Egyptian Temple

0.725Detailed 0.737 · Overview 0.778 · Physical 0.555$4.51All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Muse Spark Open (max) · Egyptian Temple · view 1 of 4 · score 0.725Muse Spark Open (max) · Egyptian Temple · view 2 of 4 · score 0.725Muse Spark Open (max) · Egyptian Temple · view 3 of 4 · score 0.725Muse Spark Open (max) · Egyptian Temple · view 4 of 4 · score 0.725

European Street

0.680Detailed 0.581 · Overview 0.653 · Physical 0.858$2.86All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Muse Spark Open (max) · European Street · view 1 of 4 · score 0.680Muse Spark Open (max) · European Street · view 2 of 4 · score 0.680Muse Spark Open (max) · European Street · view 3 of 4 · score 0.680Muse Spark Open (max) · European Street · view 4 of 4 · score 0.680

Factory Environment

0.674Detailed 0.476 · Overview 0.788 · Physical 0.531$1.58All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Muse Spark Open (max) · Factory Environment · view 1 of 4 · score 0.674Muse Spark Open (max) · Factory Environment · view 2 of 4 · score 0.674Muse Spark Open (max) · Factory Environment · view 3 of 4 · score 0.674Muse Spark Open (max) · Factory Environment · view 4 of 4 · score 0.674

Hong Kong

0.714Detailed 0.789 · Overview 0.760 · Physical 0.499$2.58All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Muse Spark Open (max) · Hong Kong · view 1 of 4 · score 0.714Muse Spark Open (max) · Hong Kong · view 2 of 4 · score 0.714Muse Spark Open (max) · Hong Kong · view 3 of 4 · score 0.714Muse Spark Open (max) · Hong Kong · view 4 of 4 · score 0.714

House of Baeryeom

0.648Detailed 0.671 · Overview 0.762 · Physical 0.284$2.96All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Muse Spark Open (max) · House of Baeryeom · view 1 of 4 · score 0.648Muse Spark Open (max) · House of Baeryeom · view 2 of 4 · score 0.648Muse Spark Open (max) · House of Baeryeom · view 3 of 4 · score 0.648Muse Spark Open (max) · House of Baeryeom · view 4 of 4 · score 0.648

Medieval Big Farm Town

0.406Detailed 0.502 · Overview 0.258 · Physical 0.753$1.17All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Muse Spark Open (max) · Medieval Big Farm Town · view 1 of 4 · score 0.406Muse Spark Open (max) · Medieval Big Farm Town · view 2 of 4 · score 0.406Muse Spark Open (max) · Medieval Big Farm Town · view 3 of 4 · score 0.406Muse Spark Open (max) · Medieval Big Farm Town · view 4 of 4 · score 0.406

Medieval Buildings

0.619Detailed 0.589 · Overview 0.575 · Physical 0.781$12.64All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Muse Spark Open (max) · Medieval Buildings · view 1 of 4 · score 0.619Muse Spark Open (max) · Medieval Buildings · view 2 of 4 · score 0.619Muse Spark Open (max) · Medieval Buildings · view 3 of 4 · score 0.619Muse Spark Open (max) · Medieval Buildings · view 4 of 4 · score 0.619

Nordic Harbour

0.719Detailed 0.534 · Overview 0.766 · Physical 0.765$2.22All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Muse Spark Open (max) · Nordic Harbour · view 1 of 4 · score 0.719Muse Spark Open (max) · Nordic Harbour · view 2 of 4 · score 0.719Muse Spark Open (max) · Nordic Harbour · view 3 of 4 · score 0.719Muse Spark Open (max) · Nordic Harbour · view 4 of 4 · score 0.719

Paris

0.286Detailed 0.250 · Overview 0.210 · Physical 0.551$3.33All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Muse Spark Open (max) · Paris · view 1 of 4 · score 0.286Muse Spark Open (max) · Paris · view 2 of 4 · score 0.286Muse Spark Open (max) · Paris · view 3 of 4 · score 0.286Muse Spark Open (max) · Paris · view 4 of 4 · score 0.286

Post-Apocalyptic Stylized Market

0.704Detailed 0.586 · Overview 0.729 · Physical 0.745$2.75All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Muse Spark Open (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.704Muse Spark Open (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.704Muse Spark Open (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.704Muse Spark Open (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.704

Ruins

0.727Detailed 0.633 · Overview 0.721 · Physical 0.842$0.80All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Muse Spark Open (max) · Ruins · view 1 of 4 · score 0.727Muse Spark Open (max) · Ruins · view 2 of 4 · score 0.727Muse Spark Open (max) · Ruins · view 3 of 4 · score 0.727Muse Spark Open (max) · Ruins · view 4 of 4 · score 0.727

Sci-Fi Environment Offworld

0.664Detailed 0.625 · Overview 0.614 · Physical 0.852$2.28All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Muse Spark Open (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.664Muse Spark Open (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.664Muse Spark Open (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.664Muse Spark Open (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.664

New York Street

0.702Detailed 0.589 · Overview 0.665 · Physical 0.926$1.66All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Muse Spark Open (max) · New York Street · view 1 of 4 · score 0.702Muse Spark Open (max) · New York Street · view 2 of 4 · score 0.702Muse Spark Open (max) · New York Street · view 3 of 4 · score 0.702Muse Spark Open (max) · New York Street · view 4 of 4 · score 0.702

Stylized Elven Valley

0.645Detailed 0.647 · Overview 0.624 · Physical 0.707$1.20All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Muse Spark Open (max) · Stylized Elven Valley · view 1 of 4 · score 0.645Muse Spark Open (max) · Stylized Elven Valley · view 2 of 4 · score 0.645Muse Spark Open (max) · Stylized Elven Valley · view 3 of 4 · score 0.645Muse Spark Open (max) · Stylized Elven Valley · view 4 of 4 · score 0.645

Urban Decay

0.563Detailed 0.706 · Overview 0.494 · Physical 0.629$1.34All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Muse Spark Open (max) · Urban Decay · view 1 of 4 · score 0.563Muse Spark Open (max) · Urban Decay · view 2 of 4 · score 0.563Muse Spark Open (max) · Urban Decay · view 3 of 4 · score 0.563Muse Spark Open (max) · Urban Decay · view 4 of 4 · score 0.563

Winter Town

0.489Detailed 0.461 · Overview 0.368 · Physical 0.884$1.38All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Muse Spark Open (max) · Winter Town · view 1 of 4 · score 0.489Muse Spark Open (max) · Winter Town · view 2 of 4 · score 0.489Muse Spark Open (max) · Winter Town · view 3 of 4 · score 0.489Muse Spark Open (max) · Winter Town · view 4 of 4 · score 0.489
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Muse Spark Open (max)

Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank28 of 35
Score0.611
Detailed0.583
Overview0.591
Physical0.700
Median cost$2.01

Abandoned Psychiatric Hospital

0.525Detailed 0.520 · Overview 0.402 · Physical 0.900$1.52All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Muse Spark Open (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.525Muse Spark Open (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.525Muse Spark Open (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.525Muse Spark Open (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.525

Blue City

0.609Detailed 0.566 · Overview 0.539 · Physical 0.862$1.80All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Muse Spark Open (max) · Blue City · view 1 of 4 · score 0.609Muse Spark Open (max) · Blue City · view 2 of 4 · score 0.609Muse Spark Open (max) · Blue City · view 3 of 4 · score 0.609Muse Spark Open (max) · Blue City · view 4 of 4 · score 0.609

Castle River

0.512Detailed 0.696 · Overview 0.460 · Physical 0.484$2.61All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Muse Spark Open (max) · Castle River · view 1 of 4 · score 0.512Muse Spark Open (max) · Castle River · view 2 of 4 · score 0.512Muse Spark Open (max) · Castle River · view 3 of 4 · score 0.512Muse Spark Open (max) · Castle River · view 4 of 4 · score 0.512

Cyberpunk

0.611Detailed 0.498 · Overview 0.652 · Physical 0.600$0.90All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Muse Spark Open (max) · Cyberpunk · view 1 of 4 · score 0.611Muse Spark Open (max) · Cyberpunk · view 2 of 4 · score 0.611Muse Spark Open (max) · Cyberpunk · view 3 of 4 · score 0.611Muse Spark Open (max) · Cyberpunk · view 4 of 4 · score 0.611

Egyptian Temple

0.725Detailed 0.737 · Overview 0.778 · Physical 0.555$4.51All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Muse Spark Open (max) · Egyptian Temple · view 1 of 4 · score 0.725Muse Spark Open (max) · Egyptian Temple · view 2 of 4 · score 0.725Muse Spark Open (max) · Egyptian Temple · view 3 of 4 · score 0.725Muse Spark Open (max) · Egyptian Temple · view 4 of 4 · score 0.725

European Street

0.680Detailed 0.581 · Overview 0.653 · Physical 0.858$2.86All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Muse Spark Open (max) · European Street · view 1 of 4 · score 0.680Muse Spark Open (max) · European Street · view 2 of 4 · score 0.680Muse Spark Open (max) · European Street · view 3 of 4 · score 0.680Muse Spark Open (max) · European Street · view 4 of 4 · score 0.680

Factory Environment

0.674Detailed 0.476 · Overview 0.788 · Physical 0.531$1.58All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Muse Spark Open (max) · Factory Environment · view 1 of 4 · score 0.674Muse Spark Open (max) · Factory Environment · view 2 of 4 · score 0.674Muse Spark Open (max) · Factory Environment · view 3 of 4 · score 0.674Muse Spark Open (max) · Factory Environment · view 4 of 4 · score 0.674

Hong Kong

0.714Detailed 0.789 · Overview 0.760 · Physical 0.499$2.58All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Muse Spark Open (max) · Hong Kong · view 1 of 4 · score 0.714Muse Spark Open (max) · Hong Kong · view 2 of 4 · score 0.714Muse Spark Open (max) · Hong Kong · view 3 of 4 · score 0.714Muse Spark Open (max) · Hong Kong · view 4 of 4 · score 0.714

House of Baeryeom

0.648Detailed 0.671 · Overview 0.762 · Physical 0.284$2.96All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Muse Spark Open (max) · House of Baeryeom · view 1 of 4 · score 0.648Muse Spark Open (max) · House of Baeryeom · view 2 of 4 · score 0.648Muse Spark Open (max) · House of Baeryeom · view 3 of 4 · score 0.648Muse Spark Open (max) · House of Baeryeom · view 4 of 4 · score 0.648

Medieval Big Farm Town

0.406Detailed 0.502 · Overview 0.258 · Physical 0.753$1.17All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Muse Spark Open (max) · Medieval Big Farm Town · view 1 of 4 · score 0.406Muse Spark Open (max) · Medieval Big Farm Town · view 2 of 4 · score 0.406Muse Spark Open (max) · Medieval Big Farm Town · view 3 of 4 · score 0.406Muse Spark Open (max) · Medieval Big Farm Town · view 4 of 4 · score 0.406

Medieval Buildings

0.619Detailed 0.589 · Overview 0.575 · Physical 0.781$12.64All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Muse Spark Open (max) · Medieval Buildings · view 1 of 4 · score 0.619Muse Spark Open (max) · Medieval Buildings · view 2 of 4 · score 0.619Muse Spark Open (max) · Medieval Buildings · view 3 of 4 · score 0.619Muse Spark Open (max) · Medieval Buildings · view 4 of 4 · score 0.619

Nordic Harbour

0.719Detailed 0.534 · Overview 0.766 · Physical 0.765$2.22All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Muse Spark Open (max) · Nordic Harbour · view 1 of 4 · score 0.719Muse Spark Open (max) · Nordic Harbour · view 2 of 4 · score 0.719Muse Spark Open (max) · Nordic Harbour · view 3 of 4 · score 0.719Muse Spark Open (max) · Nordic Harbour · view 4 of 4 · score 0.719

Paris

0.286Detailed 0.250 · Overview 0.210 · Physical 0.551$3.33All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Muse Spark Open (max) · Paris · view 1 of 4 · score 0.286Muse Spark Open (max) · Paris · view 2 of 4 · score 0.286Muse Spark Open (max) · Paris · view 3 of 4 · score 0.286Muse Spark Open (max) · Paris · view 4 of 4 · score 0.286

Post-Apocalyptic Stylized Market

0.704Detailed 0.586 · Overview 0.729 · Physical 0.745$2.75All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Muse Spark Open (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.704Muse Spark Open (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.704Muse Spark Open (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.704Muse Spark Open (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.704

Ruins

0.727Detailed 0.633 · Overview 0.721 · Physical 0.842$0.80All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Muse Spark Open (max) · Ruins · view 1 of 4 · score 0.727Muse Spark Open (max) · Ruins · view 2 of 4 · score 0.727Muse Spark Open (max) · Ruins · view 3 of 4 · score 0.727Muse Spark Open (max) · Ruins · view 4 of 4 · score 0.727

Sci-Fi Environment Offworld

0.664Detailed 0.625 · Overview 0.614 · Physical 0.852$2.28All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Muse Spark Open (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.664Muse Spark Open (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.664Muse Spark Open (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.664Muse Spark Open (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.664

New York Street

0.702Detailed 0.589 · Overview 0.665 · Physical 0.926$1.66All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Muse Spark Open (max) · New York Street · view 1 of 4 · score 0.702Muse Spark Open (max) · New York Street · view 2 of 4 · score 0.702Muse Spark Open (max) · New York Street · view 3 of 4 · score 0.702Muse Spark Open (max) · New York Street · view 4 of 4 · score 0.702

Stylized Elven Valley

0.645Detailed 0.647 · Overview 0.624 · Physical 0.707$1.20All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Muse Spark Open (max) · Stylized Elven Valley · view 1 of 4 · score 0.645Muse Spark Open (max) · Stylized Elven Valley · view 2 of 4 · score 0.645Muse Spark Open (max) · Stylized Elven Valley · view 3 of 4 · score 0.645Muse Spark Open (max) · Stylized Elven Valley · view 4 of 4 · score 0.645

Urban Decay

0.563Detailed 0.706 · Overview 0.494 · Physical 0.629$1.34All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Muse Spark Open (max) · Urban Decay · view 1 of 4 · score 0.563Muse Spark Open (max) · Urban Decay · view 2 of 4 · score 0.563Muse Spark Open (max) · Urban Decay · view 3 of 4 · score 0.563Muse Spark Open (max) · Urban Decay · view 4 of 4 · score 0.563

Winter Town

0.489Detailed 0.461 · Overview 0.368 · Physical 0.884$1.38All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Muse Spark Open (max) · Winter Town · view 1 of 4 · score 0.489Muse Spark Open (max) · Winter Town · view 2 of 4 · score 0.489Muse Spark Open (max) · Winter Town · view 3 of 4 · score 0.489Muse Spark Open (max) · Winter Town · view 4 of 4 · score 0.489
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Muse Wonder 1.0 (max)

Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank23 of 34
Score0.644
Detailed0.609
Overview0.620
Physical0.753
Median cost$2.17

Cost: sold by subscription; cost = the token counts its CLI logs, at its per-token list price.

Abandoned Psychiatric Hospital

0.718Detailed 0.562 · Overview 0.696 · Physical 0.940$2.92All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Muse Wonder 1.0 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.718Muse Wonder 1.0 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.718Muse Wonder 1.0 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.718Muse Wonder 1.0 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.718

Blue City

0.773Detailed 0.741 · Overview 0.743 · Physical 0.897$2.87All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Muse Wonder 1.0 (max) · Blue City · view 1 of 4 · score 0.773Muse Wonder 1.0 (max) · Blue City · view 2 of 4 · score 0.773Muse Wonder 1.0 (max) · Blue City · view 3 of 4 · score 0.773Muse Wonder 1.0 (max) · Blue City · view 4 of 4 · score 0.773

Castle River

0.690Detailed 0.698 · Overview 0.755 · Physical 0.487$2.94All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Muse Wonder 1.0 (max) · Castle River · view 1 of 4 · score 0.690Muse Wonder 1.0 (max) · Castle River · view 2 of 4 · score 0.690Muse Wonder 1.0 (max) · Castle River · view 3 of 4 · score 0.690Muse Wonder 1.0 (max) · Castle River · view 4 of 4 · score 0.690

Cyberpunk

0.509Detailed 0.352 · Overview 0.525 · Physical 0.618$1.08All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Muse Wonder 1.0 (max) · Cyberpunk · view 1 of 4 · score 0.509Muse Wonder 1.0 (max) · Cyberpunk · view 2 of 4 · score 0.509Muse Wonder 1.0 (max) · Cyberpunk · view 3 of 4 · score 0.509Muse Wonder 1.0 (max) · Cyberpunk · view 4 of 4 · score 0.509

Egyptian Temple

0.524Detailed 0.663 · Overview 0.441 · Physical 0.634$2.48All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Muse Wonder 1.0 (max) · Egyptian Temple · view 1 of 4 · score 0.524Muse Wonder 1.0 (max) · Egyptian Temple · view 2 of 4 · score 0.524Muse Wonder 1.0 (max) · Egyptian Temple · view 3 of 4 · score 0.524Muse Wonder 1.0 (max) · Egyptian Temple · view 4 of 4 · score 0.524

European Street

0.664Detailed 0.482 · Overview 0.638 · Physical 0.922$2.90All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Muse Wonder 1.0 (max) · European Street · view 1 of 4 · score 0.664Muse Wonder 1.0 (max) · European Street · view 2 of 4 · score 0.664Muse Wonder 1.0 (max) · European Street · view 3 of 4 · score 0.664Muse Wonder 1.0 (max) · European Street · view 4 of 4 · score 0.664

Factory Environment

0.743Detailed 0.728 · Overview 0.791 · Physical 0.614$2.15All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Muse Wonder 1.0 (max) · Factory Environment · view 1 of 4 · score 0.743Muse Wonder 1.0 (max) · Factory Environment · view 2 of 4 · score 0.743Muse Wonder 1.0 (max) · Factory Environment · view 3 of 4 · score 0.743Muse Wonder 1.0 (max) · Factory Environment · view 4 of 4 · score 0.743

Hong Kong

0.713Detailed 0.775 · Overview 0.721 · Physical 0.624$1.80All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Muse Wonder 1.0 (max) · Hong Kong · view 1 of 4 · score 0.713Muse Wonder 1.0 (max) · Hong Kong · view 2 of 4 · score 0.713Muse Wonder 1.0 (max) · Hong Kong · view 3 of 4 · score 0.713Muse Wonder 1.0 (max) · Hong Kong · view 4 of 4 · score 0.713

House of Baeryeom

0.705Detailed 0.690 · Overview 0.793 · Physical 0.456$1.86All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Muse Wonder 1.0 (max) · House of Baeryeom · view 1 of 4 · score 0.705Muse Wonder 1.0 (max) · House of Baeryeom · view 2 of 4 · score 0.705Muse Wonder 1.0 (max) · House of Baeryeom · view 3 of 4 · score 0.705Muse Wonder 1.0 (max) · House of Baeryeom · view 4 of 4 · score 0.705

Medieval Big Farm Town

0.703Detailed 0.595 · Overview 0.698 · Physical 0.825$2.19All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Muse Wonder 1.0 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.703Muse Wonder 1.0 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.703Muse Wonder 1.0 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.703Muse Wonder 1.0 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.703

Medieval Buildings

0.555Detailed 0.588 · Overview 0.456 · Physical 0.820$0.91All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Muse Wonder 1.0 (max) · Medieval Buildings · view 1 of 4 · score 0.555Muse Wonder 1.0 (max) · Medieval Buildings · view 2 of 4 · score 0.555Muse Wonder 1.0 (max) · Medieval Buildings · view 3 of 4 · score 0.555Muse Wonder 1.0 (max) · Medieval Buildings · view 4 of 4 · score 0.555

Nordic Harbour

0.741Detailed 0.609 · Overview 0.802 · Physical 0.691$2.72All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Muse Wonder 1.0 (max) · Nordic Harbour · view 1 of 4 · score 0.741Muse Wonder 1.0 (max) · Nordic Harbour · view 2 of 4 · score 0.741Muse Wonder 1.0 (max) · Nordic Harbour · view 3 of 4 · score 0.741Muse Wonder 1.0 (max) · Nordic Harbour · view 4 of 4 · score 0.741

Paris

0.596Detailed 0.539 · Overview 0.617 · Physical 0.590$3.11All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Muse Wonder 1.0 (max) · Paris · view 1 of 4 · score 0.596Muse Wonder 1.0 (max) · Paris · view 2 of 4 · score 0.596Muse Wonder 1.0 (max) · Paris · view 3 of 4 · score 0.596Muse Wonder 1.0 (max) · Paris · view 4 of 4 · score 0.596

Post-Apocalyptic Stylized Market

0.707Detailed 0.806 · Overview 0.577 · Physical 0.998$1.48All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Muse Wonder 1.0 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.707Muse Wonder 1.0 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.707Muse Wonder 1.0 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.707Muse Wonder 1.0 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.707

Ruins

0.486Detailed 0.569 · Overview 0.329 · Physical 0.875$0.74All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Muse Wonder 1.0 (max) · Ruins · view 1 of 4 · score 0.486Muse Wonder 1.0 (max) · Ruins · view 2 of 4 · score 0.486Muse Wonder 1.0 (max) · Ruins · view 3 of 4 · score 0.486Muse Wonder 1.0 (max) · Ruins · view 4 of 4 · score 0.486

Sci-Fi Environment Offworld

0.793Detailed 0.587 · Overview 0.792 · Physical 1.000$2.91All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Muse Wonder 1.0 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.793Muse Wonder 1.0 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.793Muse Wonder 1.0 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.793Muse Wonder 1.0 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.793

New York Street

0.436Detailed 0.431 · Overview 0.353 · Physical 0.693$0.59All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Muse Wonder 1.0 (max) · New York Street · view 1 of 4 · score 0.436Muse Wonder 1.0 (max) · New York Street · view 2 of 4 · score 0.436Muse Wonder 1.0 (max) · New York Street · view 3 of 4 · score 0.436Muse Wonder 1.0 (max) · New York Street · view 4 of 4 · score 0.436

Stylized Elven Valley

0.767Detailed 0.830 · Overview 0.712 · Physical 0.872$1.97All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Muse Wonder 1.0 (max) · Stylized Elven Valley · view 1 of 4 · score 0.767Muse Wonder 1.0 (max) · Stylized Elven Valley · view 2 of 4 · score 0.767Muse Wonder 1.0 (max) · Stylized Elven Valley · view 3 of 4 · score 0.767Muse Wonder 1.0 (max) · Stylized Elven Valley · view 4 of 4 · score 0.767

Urban Decay

0.564Detailed 0.576 · Overview 0.513 · Physical 0.708$1.59All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Muse Wonder 1.0 (max) · Urban Decay · view 1 of 4 · score 0.564Muse Wonder 1.0 (max) · Urban Decay · view 2 of 4 · score 0.564Muse Wonder 1.0 (max) · Urban Decay · view 3 of 4 · score 0.564Muse Wonder 1.0 (max) · Urban Decay · view 4 of 4 · score 0.564

Winter Town

0.500Detailed 0.353 · Overview 0.453 · Physical 0.789$3.00All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Muse Wonder 1.0 (max) · Winter Town · view 1 of 4 · score 0.500Muse Wonder 1.0 (max) · Winter Town · view 2 of 4 · score 0.500Muse Wonder 1.0 (max) · Winter Town · view 3 of 4 · score 0.500Muse Wonder 1.0 (max) · Winter Town · view 4 of 4 · score 0.500
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Muse Wonder 1.0 (max)

Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank24 of 35
Score0.644
Detailed0.609
Overview0.620
Physical0.753
Median cost$2.17

Cost: sold by subscription; cost = the token counts its CLI logs, at its per-token list price.

Abandoned Psychiatric Hospital

0.718Detailed 0.562 · Overview 0.696 · Physical 0.940$2.92All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Muse Wonder 1.0 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.718Muse Wonder 1.0 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.718Muse Wonder 1.0 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.718Muse Wonder 1.0 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.718

Blue City

0.773Detailed 0.741 · Overview 0.743 · Physical 0.897$2.87All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Muse Wonder 1.0 (max) · Blue City · view 1 of 4 · score 0.773Muse Wonder 1.0 (max) · Blue City · view 2 of 4 · score 0.773Muse Wonder 1.0 (max) · Blue City · view 3 of 4 · score 0.773Muse Wonder 1.0 (max) · Blue City · view 4 of 4 · score 0.773

Castle River

0.690Detailed 0.698 · Overview 0.755 · Physical 0.487$2.94All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Muse Wonder 1.0 (max) · Castle River · view 1 of 4 · score 0.690Muse Wonder 1.0 (max) · Castle River · view 2 of 4 · score 0.690Muse Wonder 1.0 (max) · Castle River · view 3 of 4 · score 0.690Muse Wonder 1.0 (max) · Castle River · view 4 of 4 · score 0.690

Cyberpunk

0.509Detailed 0.352 · Overview 0.525 · Physical 0.618$1.08All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Muse Wonder 1.0 (max) · Cyberpunk · view 1 of 4 · score 0.509Muse Wonder 1.0 (max) · Cyberpunk · view 2 of 4 · score 0.509Muse Wonder 1.0 (max) · Cyberpunk · view 3 of 4 · score 0.509Muse Wonder 1.0 (max) · Cyberpunk · view 4 of 4 · score 0.509

Egyptian Temple

0.524Detailed 0.663 · Overview 0.441 · Physical 0.634$2.48All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Muse Wonder 1.0 (max) · Egyptian Temple · view 1 of 4 · score 0.524Muse Wonder 1.0 (max) · Egyptian Temple · view 2 of 4 · score 0.524Muse Wonder 1.0 (max) · Egyptian Temple · view 3 of 4 · score 0.524Muse Wonder 1.0 (max) · Egyptian Temple · view 4 of 4 · score 0.524

European Street

0.664Detailed 0.482 · Overview 0.638 · Physical 0.922$2.90All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Muse Wonder 1.0 (max) · European Street · view 1 of 4 · score 0.664Muse Wonder 1.0 (max) · European Street · view 2 of 4 · score 0.664Muse Wonder 1.0 (max) · European Street · view 3 of 4 · score 0.664Muse Wonder 1.0 (max) · European Street · view 4 of 4 · score 0.664

Factory Environment

0.743Detailed 0.728 · Overview 0.791 · Physical 0.614$2.15All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Muse Wonder 1.0 (max) · Factory Environment · view 1 of 4 · score 0.743Muse Wonder 1.0 (max) · Factory Environment · view 2 of 4 · score 0.743Muse Wonder 1.0 (max) · Factory Environment · view 3 of 4 · score 0.743Muse Wonder 1.0 (max) · Factory Environment · view 4 of 4 · score 0.743

Hong Kong

0.713Detailed 0.775 · Overview 0.721 · Physical 0.624$1.80All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Muse Wonder 1.0 (max) · Hong Kong · view 1 of 4 · score 0.713Muse Wonder 1.0 (max) · Hong Kong · view 2 of 4 · score 0.713Muse Wonder 1.0 (max) · Hong Kong · view 3 of 4 · score 0.713Muse Wonder 1.0 (max) · Hong Kong · view 4 of 4 · score 0.713

House of Baeryeom

0.705Detailed 0.690 · Overview 0.793 · Physical 0.456$1.86All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Muse Wonder 1.0 (max) · House of Baeryeom · view 1 of 4 · score 0.705Muse Wonder 1.0 (max) · House of Baeryeom · view 2 of 4 · score 0.705Muse Wonder 1.0 (max) · House of Baeryeom · view 3 of 4 · score 0.705Muse Wonder 1.0 (max) · House of Baeryeom · view 4 of 4 · score 0.705

Medieval Big Farm Town

0.703Detailed 0.595 · Overview 0.698 · Physical 0.825$2.19All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Muse Wonder 1.0 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.703Muse Wonder 1.0 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.703Muse Wonder 1.0 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.703Muse Wonder 1.0 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.703

Medieval Buildings

0.555Detailed 0.588 · Overview 0.456 · Physical 0.820$0.91All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Muse Wonder 1.0 (max) · Medieval Buildings · view 1 of 4 · score 0.555Muse Wonder 1.0 (max) · Medieval Buildings · view 2 of 4 · score 0.555Muse Wonder 1.0 (max) · Medieval Buildings · view 3 of 4 · score 0.555Muse Wonder 1.0 (max) · Medieval Buildings · view 4 of 4 · score 0.555

Nordic Harbour

0.741Detailed 0.609 · Overview 0.802 · Physical 0.691$2.72All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Muse Wonder 1.0 (max) · Nordic Harbour · view 1 of 4 · score 0.741Muse Wonder 1.0 (max) · Nordic Harbour · view 2 of 4 · score 0.741Muse Wonder 1.0 (max) · Nordic Harbour · view 3 of 4 · score 0.741Muse Wonder 1.0 (max) · Nordic Harbour · view 4 of 4 · score 0.741

Paris

0.596Detailed 0.539 · Overview 0.617 · Physical 0.590$3.11All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Muse Wonder 1.0 (max) · Paris · view 1 of 4 · score 0.596Muse Wonder 1.0 (max) · Paris · view 2 of 4 · score 0.596Muse Wonder 1.0 (max) · Paris · view 3 of 4 · score 0.596Muse Wonder 1.0 (max) · Paris · view 4 of 4 · score 0.596

Post-Apocalyptic Stylized Market

0.707Detailed 0.806 · Overview 0.577 · Physical 0.998$1.48All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Muse Wonder 1.0 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.707Muse Wonder 1.0 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.707Muse Wonder 1.0 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.707Muse Wonder 1.0 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.707

Ruins

0.486Detailed 0.569 · Overview 0.329 · Physical 0.875$0.74All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Muse Wonder 1.0 (max) · Ruins · view 1 of 4 · score 0.486Muse Wonder 1.0 (max) · Ruins · view 2 of 4 · score 0.486Muse Wonder 1.0 (max) · Ruins · view 3 of 4 · score 0.486Muse Wonder 1.0 (max) · Ruins · view 4 of 4 · score 0.486

Sci-Fi Environment Offworld

0.793Detailed 0.587 · Overview 0.792 · Physical 1.000$2.91All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Muse Wonder 1.0 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.793Muse Wonder 1.0 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.793Muse Wonder 1.0 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.793Muse Wonder 1.0 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.793

New York Street

0.436Detailed 0.431 · Overview 0.353 · Physical 0.693$0.59All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Muse Wonder 1.0 (max) · New York Street · view 1 of 4 · score 0.436Muse Wonder 1.0 (max) · New York Street · view 2 of 4 · score 0.436Muse Wonder 1.0 (max) · New York Street · view 3 of 4 · score 0.436Muse Wonder 1.0 (max) · New York Street · view 4 of 4 · score 0.436

Stylized Elven Valley

0.767Detailed 0.830 · Overview 0.712 · Physical 0.872$1.97All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Muse Wonder 1.0 (max) · Stylized Elven Valley · view 1 of 4 · score 0.767Muse Wonder 1.0 (max) · Stylized Elven Valley · view 2 of 4 · score 0.767Muse Wonder 1.0 (max) · Stylized Elven Valley · view 3 of 4 · score 0.767Muse Wonder 1.0 (max) · Stylized Elven Valley · view 4 of 4 · score 0.767

Urban Decay

0.564Detailed 0.576 · Overview 0.513 · Physical 0.708$1.59All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Muse Wonder 1.0 (max) · Urban Decay · view 1 of 4 · score 0.564Muse Wonder 1.0 (max) · Urban Decay · view 2 of 4 · score 0.564Muse Wonder 1.0 (max) · Urban Decay · view 3 of 4 · score 0.564Muse Wonder 1.0 (max) · Urban Decay · view 4 of 4 · score 0.564

Winter Town

0.500Detailed 0.353 · Overview 0.453 · Physical 0.789$3.00All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Muse Wonder 1.0 (max) · Winter Town · view 1 of 4 · score 0.500Muse Wonder 1.0 (max) · Winter Town · view 2 of 4 · score 0.500Muse Wonder 1.0 (max) · Winter Town · view 3 of 4 · score 0.500Muse Wonder 1.0 (max) · Winter Town · view 4 of 4 · score 0.500
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Muse Wonder Full 1.0 (max)

Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank13 of 34
Score0.715
Detailed0.666
Overview0.696
Physical0.819
Median cost$3.66

Cost: sold by subscription; cost = the token counts its CLI logs, at Muse Wonder's per-token list price.

Abandoned Psychiatric Hospital

0.598Detailed 0.534 · Overview 0.518 · Physical 0.903$4.53All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.598Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.598Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.598Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.598

Blue City

0.775Detailed 0.608 · Overview 0.774 · Physical 0.948$6.25All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Muse Wonder Full 1.0 (max) · Blue City · view 1 of 4 · score 0.775Muse Wonder Full 1.0 (max) · Blue City · view 2 of 4 · score 0.775Muse Wonder Full 1.0 (max) · Blue City · view 3 of 4 · score 0.775Muse Wonder Full 1.0 (max) · Blue City · view 4 of 4 · score 0.775

Castle River

0.518Detailed 0.553 · Overview 0.485 · Physical 0.582$2.56All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Muse Wonder Full 1.0 (max) · Castle River · view 1 of 4 · score 0.518Muse Wonder Full 1.0 (max) · Castle River · view 2 of 4 · score 0.518Muse Wonder Full 1.0 (max) · Castle River · view 3 of 4 · score 0.518Muse Wonder Full 1.0 (max) · Castle River · view 4 of 4 · score 0.518

Cyberpunk

0.707Detailed 0.545 · Overview 0.665 · Physical 0.994$1.91All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Muse Wonder Full 1.0 (max) · Cyberpunk · view 1 of 4 · score 0.707Muse Wonder Full 1.0 (max) · Cyberpunk · view 2 of 4 · score 0.707Muse Wonder Full 1.0 (max) · Cyberpunk · view 3 of 4 · score 0.707Muse Wonder Full 1.0 (max) · Cyberpunk · view 4 of 4 · score 0.707

Egyptian Temple

0.732Detailed 0.754 · Overview 0.646 · Physical 0.970$2.34All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Muse Wonder Full 1.0 (max) · Egyptian Temple · view 1 of 4 · score 0.732Muse Wonder Full 1.0 (max) · Egyptian Temple · view 2 of 4 · score 0.732Muse Wonder Full 1.0 (max) · Egyptian Temple · view 3 of 4 · score 0.732Muse Wonder Full 1.0 (max) · Egyptian Temple · view 4 of 4 · score 0.732

European Street

0.609Detailed 0.548 · Overview 0.540 · Physical 0.875$2.24All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Muse Wonder Full 1.0 (max) · European Street · view 1 of 4 · score 0.609Muse Wonder Full 1.0 (max) · European Street · view 2 of 4 · score 0.609Muse Wonder Full 1.0 (max) · European Street · view 3 of 4 · score 0.609Muse Wonder Full 1.0 (max) · European Street · view 4 of 4 · score 0.609

Factory Environment

0.785Detailed 0.677 · Overview 0.751 · Physical 0.995$3.09All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Muse Wonder Full 1.0 (max) · Factory Environment · view 1 of 4 · score 0.785Muse Wonder Full 1.0 (max) · Factory Environment · view 2 of 4 · score 0.785Muse Wonder Full 1.0 (max) · Factory Environment · view 3 of 4 · score 0.785Muse Wonder Full 1.0 (max) · Factory Environment · view 4 of 4 · score 0.785

Hong Kong

0.700Detailed 0.648 · Overview 0.771 · Physical 0.539$4.11All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Muse Wonder Full 1.0 (max) · Hong Kong · view 1 of 4 · score 0.700Muse Wonder Full 1.0 (max) · Hong Kong · view 2 of 4 · score 0.700Muse Wonder Full 1.0 (max) · Hong Kong · view 3 of 4 · score 0.700Muse Wonder Full 1.0 (max) · Hong Kong · view 4 of 4 · score 0.700

House of Baeryeom

0.789Detailed 0.684 · Overview 0.848 · Physical 0.719$4.25All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Muse Wonder Full 1.0 (max) · House of Baeryeom · view 1 of 4 · score 0.789Muse Wonder Full 1.0 (max) · House of Baeryeom · view 2 of 4 · score 0.789Muse Wonder Full 1.0 (max) · House of Baeryeom · view 3 of 4 · score 0.789Muse Wonder Full 1.0 (max) · House of Baeryeom · view 4 of 4 · score 0.789

Medieval Big Farm Town

0.709Detailed 0.712 · Overview 0.701 · Physical 0.731$4.05All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.709

Medieval Buildings

0.783Detailed 0.684 · Overview 0.841 · Physical 0.709$10.82All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Muse Wonder Full 1.0 (max) · Medieval Buildings · view 1 of 4 · score 0.783Muse Wonder Full 1.0 (max) · Medieval Buildings · view 2 of 4 · score 0.783Muse Wonder Full 1.0 (max) · Medieval Buildings · view 3 of 4 · score 0.783Muse Wonder Full 1.0 (max) · Medieval Buildings · view 4 of 4 · score 0.783

Nordic Harbour

0.834Detailed 0.732 · Overview 0.822 · Physical 0.972$5.77All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Muse Wonder Full 1.0 (max) · Nordic Harbour · view 1 of 4 · score 0.834Muse Wonder Full 1.0 (max) · Nordic Harbour · view 2 of 4 · score 0.834Muse Wonder Full 1.0 (max) · Nordic Harbour · view 3 of 4 · score 0.834Muse Wonder Full 1.0 (max) · Nordic Harbour · view 4 of 4 · score 0.834

Paris

0.630Detailed 0.571 · Overview 0.609 · Physical 0.749$2.69All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Muse Wonder Full 1.0 (max) · Paris · view 1 of 4 · score 0.630Muse Wonder Full 1.0 (max) · Paris · view 2 of 4 · score 0.630Muse Wonder Full 1.0 (max) · Paris · view 3 of 4 · score 0.630Muse Wonder Full 1.0 (max) · Paris · view 4 of 4 · score 0.630

Post-Apocalyptic Stylized Market

0.629Detailed 0.784 · Overview 0.498 · Physical 0.863$3.70All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.629Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.629Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.629Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.629

Ruins

0.841Detailed 0.904 · Overview 0.878 · Physical 0.667$3.62All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Muse Wonder Full 1.0 (max) · Ruins · view 1 of 4 · score 0.841Muse Wonder Full 1.0 (max) · Ruins · view 2 of 4 · score 0.841Muse Wonder Full 1.0 (max) · Ruins · view 3 of 4 · score 0.841Muse Wonder Full 1.0 (max) · Ruins · view 4 of 4 · score 0.841

Sci-Fi Environment Offworld

0.772Detailed 0.612 · Overview 0.749 · Physical 1.000$2.13All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.772Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.772Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.772Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.772

New York Street

0.648Detailed 0.605 · Overview 0.620 · Physical 0.778$2.12All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Muse Wonder Full 1.0 (max) · New York Street · view 1 of 4 · score 0.648Muse Wonder Full 1.0 (max) · New York Street · view 2 of 4 · score 0.648Muse Wonder Full 1.0 (max) · New York Street · view 3 of 4 · score 0.648Muse Wonder Full 1.0 (max) · New York Street · view 4 of 4 · score 0.648

Stylized Elven Valley

0.855Detailed 0.937 · Overview 0.849 · Physical 0.792$3.32All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 1 of 4 · score 0.855Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 2 of 4 · score 0.855Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 3 of 4 · score 0.855Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 4 of 4 · score 0.855

Urban Decay

0.709Detailed 0.757 · Overview 0.694 · Physical 0.706$3.86All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Muse Wonder Full 1.0 (max) · Urban Decay · view 1 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Urban Decay · view 2 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Urban Decay · view 3 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Urban Decay · view 4 of 4 · score 0.709

Winter Town

0.671Detailed 0.464 · Overview 0.666 · Physical 0.893$4.66All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Muse Wonder Full 1.0 (max) · Winter Town · view 1 of 4 · score 0.671Muse Wonder Full 1.0 (max) · Winter Town · view 2 of 4 · score 0.671Muse Wonder Full 1.0 (max) · Winter Town · view 3 of 4 · score 0.671Muse Wonder Full 1.0 (max) · Winter Town · view 4 of 4 · score 0.671
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Muse Wonder Full 1.0 (max)

Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank14 of 35
Score0.715
Detailed0.666
Overview0.696
Physical0.819
Median cost$3.66

Cost: sold by subscription; cost = the token counts its CLI logs, at Muse Wonder's per-token list price.

Abandoned Psychiatric Hospital

0.598Detailed 0.534 · Overview 0.518 · Physical 0.903$4.53All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.598Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.598Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.598Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.598

Blue City

0.775Detailed 0.608 · Overview 0.774 · Physical 0.948$6.25All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Muse Wonder Full 1.0 (max) · Blue City · view 1 of 4 · score 0.775Muse Wonder Full 1.0 (max) · Blue City · view 2 of 4 · score 0.775Muse Wonder Full 1.0 (max) · Blue City · view 3 of 4 · score 0.775Muse Wonder Full 1.0 (max) · Blue City · view 4 of 4 · score 0.775

Castle River

0.518Detailed 0.553 · Overview 0.485 · Physical 0.582$2.56All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Muse Wonder Full 1.0 (max) · Castle River · view 1 of 4 · score 0.518Muse Wonder Full 1.0 (max) · Castle River · view 2 of 4 · score 0.518Muse Wonder Full 1.0 (max) · Castle River · view 3 of 4 · score 0.518Muse Wonder Full 1.0 (max) · Castle River · view 4 of 4 · score 0.518

Cyberpunk

0.707Detailed 0.545 · Overview 0.665 · Physical 0.994$1.91All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Muse Wonder Full 1.0 (max) · Cyberpunk · view 1 of 4 · score 0.707Muse Wonder Full 1.0 (max) · Cyberpunk · view 2 of 4 · score 0.707Muse Wonder Full 1.0 (max) · Cyberpunk · view 3 of 4 · score 0.707Muse Wonder Full 1.0 (max) · Cyberpunk · view 4 of 4 · score 0.707

Egyptian Temple

0.732Detailed 0.754 · Overview 0.646 · Physical 0.970$2.34All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Muse Wonder Full 1.0 (max) · Egyptian Temple · view 1 of 4 · score 0.732Muse Wonder Full 1.0 (max) · Egyptian Temple · view 2 of 4 · score 0.732Muse Wonder Full 1.0 (max) · Egyptian Temple · view 3 of 4 · score 0.732Muse Wonder Full 1.0 (max) · Egyptian Temple · view 4 of 4 · score 0.732

European Street

0.609Detailed 0.548 · Overview 0.540 · Physical 0.875$2.24All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Muse Wonder Full 1.0 (max) · European Street · view 1 of 4 · score 0.609Muse Wonder Full 1.0 (max) · European Street · view 2 of 4 · score 0.609Muse Wonder Full 1.0 (max) · European Street · view 3 of 4 · score 0.609Muse Wonder Full 1.0 (max) · European Street · view 4 of 4 · score 0.609

Factory Environment

0.785Detailed 0.677 · Overview 0.751 · Physical 0.995$3.09All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Muse Wonder Full 1.0 (max) · Factory Environment · view 1 of 4 · score 0.785Muse Wonder Full 1.0 (max) · Factory Environment · view 2 of 4 · score 0.785Muse Wonder Full 1.0 (max) · Factory Environment · view 3 of 4 · score 0.785Muse Wonder Full 1.0 (max) · Factory Environment · view 4 of 4 · score 0.785

Hong Kong

0.700Detailed 0.648 · Overview 0.771 · Physical 0.539$4.11All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Muse Wonder Full 1.0 (max) · Hong Kong · view 1 of 4 · score 0.700Muse Wonder Full 1.0 (max) · Hong Kong · view 2 of 4 · score 0.700Muse Wonder Full 1.0 (max) · Hong Kong · view 3 of 4 · score 0.700Muse Wonder Full 1.0 (max) · Hong Kong · view 4 of 4 · score 0.700

House of Baeryeom

0.789Detailed 0.684 · Overview 0.848 · Physical 0.719$4.25All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Muse Wonder Full 1.0 (max) · House of Baeryeom · view 1 of 4 · score 0.789Muse Wonder Full 1.0 (max) · House of Baeryeom · view 2 of 4 · score 0.789Muse Wonder Full 1.0 (max) · House of Baeryeom · view 3 of 4 · score 0.789Muse Wonder Full 1.0 (max) · House of Baeryeom · view 4 of 4 · score 0.789

Medieval Big Farm Town

0.709Detailed 0.712 · Overview 0.701 · Physical 0.731$4.05All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.709

Medieval Buildings

0.783Detailed 0.684 · Overview 0.841 · Physical 0.709$10.82All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Muse Wonder Full 1.0 (max) · Medieval Buildings · view 1 of 4 · score 0.783Muse Wonder Full 1.0 (max) · Medieval Buildings · view 2 of 4 · score 0.783Muse Wonder Full 1.0 (max) · Medieval Buildings · view 3 of 4 · score 0.783Muse Wonder Full 1.0 (max) · Medieval Buildings · view 4 of 4 · score 0.783

Nordic Harbour

0.834Detailed 0.732 · Overview 0.822 · Physical 0.972$5.77All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Muse Wonder Full 1.0 (max) · Nordic Harbour · view 1 of 4 · score 0.834Muse Wonder Full 1.0 (max) · Nordic Harbour · view 2 of 4 · score 0.834Muse Wonder Full 1.0 (max) · Nordic Harbour · view 3 of 4 · score 0.834Muse Wonder Full 1.0 (max) · Nordic Harbour · view 4 of 4 · score 0.834

Paris

0.630Detailed 0.571 · Overview 0.609 · Physical 0.749$2.69All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Muse Wonder Full 1.0 (max) · Paris · view 1 of 4 · score 0.630Muse Wonder Full 1.0 (max) · Paris · view 2 of 4 · score 0.630Muse Wonder Full 1.0 (max) · Paris · view 3 of 4 · score 0.630Muse Wonder Full 1.0 (max) · Paris · view 4 of 4 · score 0.630

Post-Apocalyptic Stylized Market

0.629Detailed 0.784 · Overview 0.498 · Physical 0.863$3.70All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.629Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.629Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.629Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.629

Ruins

0.841Detailed 0.904 · Overview 0.878 · Physical 0.667$3.62All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Muse Wonder Full 1.0 (max) · Ruins · view 1 of 4 · score 0.841Muse Wonder Full 1.0 (max) · Ruins · view 2 of 4 · score 0.841Muse Wonder Full 1.0 (max) · Ruins · view 3 of 4 · score 0.841Muse Wonder Full 1.0 (max) · Ruins · view 4 of 4 · score 0.841

Sci-Fi Environment Offworld

0.772Detailed 0.612 · Overview 0.749 · Physical 1.000$2.13All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.772Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.772Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.772Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.772

New York Street

0.648Detailed 0.605 · Overview 0.620 · Physical 0.778$2.12All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Muse Wonder Full 1.0 (max) · New York Street · view 1 of 4 · score 0.648Muse Wonder Full 1.0 (max) · New York Street · view 2 of 4 · score 0.648Muse Wonder Full 1.0 (max) · New York Street · view 3 of 4 · score 0.648Muse Wonder Full 1.0 (max) · New York Street · view 4 of 4 · score 0.648

Stylized Elven Valley

0.855Detailed 0.937 · Overview 0.849 · Physical 0.792$3.32All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 1 of 4 · score 0.855Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 2 of 4 · score 0.855Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 3 of 4 · score 0.855Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 4 of 4 · score 0.855

Urban Decay

0.709Detailed 0.757 · Overview 0.694 · Physical 0.706$3.86All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Muse Wonder Full 1.0 (max) · Urban Decay · view 1 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Urban Decay · view 2 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Urban Decay · view 3 of 4 · score 0.709Muse Wonder Full 1.0 (max) · Urban Decay · view 4 of 4 · score 0.709

Winter Town

0.671Detailed 0.464 · Overview 0.666 · Physical 0.893$4.66All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Muse Wonder Full 1.0 (max) · Winter Town · view 1 of 4 · score 0.671Muse Wonder Full 1.0 (max) · Winter Town · view 2 of 4 · score 0.671Muse Wonder Full 1.0 (max) · Winter Town · view 3 of 4 · score 0.671Muse Wonder Full 1.0 (max) · Winter Town · view 4 of 4 · score 0.671
diff --git a/gallery/model/nemotron-3.5-super-vl-max.html b/gallery/model/nemotron-3.5-super-vl-max.html index f494556d1190e13125ae0cf1abed700b520d5ace..72fcedaccb8b8410f56760ba1bed79a4f7e297f3 100644 --- a/gallery/model/nemotron-3.5-super-vl-max.html +++ b/gallery/model/nemotron-3.5-super-vl-max.html @@ -10,7 +10,7 @@
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Nemotron 3.5 Super VL (max)

NVIDIA · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank30 of 34
Score0.520
Detailed0.468
Overview0.459
Physical0.756
Median cost$0.14

Abandoned Psychiatric Hospital

0.439Detailed 0.419 · Overview 0.310 · Physical 0.847$0.20All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Nemotron 3.5 Super VL (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.439Nemotron 3.5 Super VL (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.439Nemotron 3.5 Super VL (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.439Nemotron 3.5 Super VL (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.439

Blue City

0.612Detailed 0.569 · Overview 0.497 · Physical 1.000$0.08All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Nemotron 3.5 Super VL (max) · Blue City · view 1 of 4 · score 0.612Nemotron 3.5 Super VL (max) · Blue City · view 2 of 4 · score 0.612Nemotron 3.5 Super VL (max) · Blue City · view 3 of 4 · score 0.612Nemotron 3.5 Super VL (max) · Blue City · view 4 of 4 · score 0.612

Castle River

0.438Detailed 0.316 · Overview 0.433 · Physical 0.575$0.31All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Nemotron 3.5 Super VL (max) · Castle River · view 1 of 4 · score 0.438Nemotron 3.5 Super VL (max) · Castle River · view 2 of 4 · score 0.438Nemotron 3.5 Super VL (max) · Castle River · view 3 of 4 · score 0.438Nemotron 3.5 Super VL (max) · Castle River · view 4 of 4 · score 0.438

Cyberpunk

0.792Detailed 0.516 · Overview 0.835 · Physical 0.938$0.15All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Nemotron 3.5 Super VL (max) · Cyberpunk · view 1 of 4 · score 0.792Nemotron 3.5 Super VL (max) · Cyberpunk · view 2 of 4 · score 0.792Nemotron 3.5 Super VL (max) · Cyberpunk · view 3 of 4 · score 0.792Nemotron 3.5 Super VL (max) · Cyberpunk · view 4 of 4 · score 0.792

Egyptian Temple

0.631Detailed 0.711 · Overview 0.553 · Physical 0.784$0.70All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Nemotron 3.5 Super VL (max) · Egyptian Temple · view 1 of 4 · score 0.631Nemotron 3.5 Super VL (max) · Egyptian Temple · view 2 of 4 · score 0.631Nemotron 3.5 Super VL (max) · Egyptian Temple · view 3 of 4 · score 0.631Nemotron 3.5 Super VL (max) · Egyptian Temple · view 4 of 4 · score 0.631

European Street

0.726Detailed 0.504 · Overview 0.739 · Physical 0.909$0.26All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Nemotron 3.5 Super VL (max) · European Street · view 1 of 4 · score 0.726Nemotron 3.5 Super VL (max) · European Street · view 2 of 4 · score 0.726Nemotron 3.5 Super VL (max) · European Street · view 3 of 4 · score 0.726Nemotron 3.5 Super VL (max) · European Street · view 4 of 4 · score 0.726

Factory Environment

0.775Detailed 0.751 · Overview 0.751 · Physical 0.872$0.05All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Nemotron 3.5 Super VL (max) · Factory Environment · view 1 of 4 · score 0.775Nemotron 3.5 Super VL (max) · Factory Environment · view 2 of 4 · score 0.775Nemotron 3.5 Super VL (max) · Factory Environment · view 3 of 4 · score 0.775Nemotron 3.5 Super VL (max) · Factory Environment · view 4 of 4 · score 0.775

Hong Kong

0.384Detailed 0.236 · Overview 0.250 · Physical 0.935$0.17All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Nemotron 3.5 Super VL (max) · Hong Kong · view 1 of 4 · score 0.384Nemotron 3.5 Super VL (max) · Hong Kong · view 2 of 4 · score 0.384Nemotron 3.5 Super VL (max) · Hong Kong · view 3 of 4 · score 0.384Nemotron 3.5 Super VL (max) · Hong Kong · view 4 of 4 · score 0.384

House of Baeryeom

0.510Detailed 0.563 · Overview 0.555 · Physical 0.322$0.05All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Nemotron 3.5 Super VL (max) · House of Baeryeom · view 1 of 4 · score 0.510Nemotron 3.5 Super VL (max) · House of Baeryeom · view 2 of 4 · score 0.510Nemotron 3.5 Super VL (max) · House of Baeryeom · view 3 of 4 · score 0.510Nemotron 3.5 Super VL (max) · House of Baeryeom · view 4 of 4 · score 0.510

Medieval Big Farm Town

0.278Detailed 0.312 · Overview 0.226 · Physical 0.397$0.50All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Nemotron 3.5 Super VL (max) · Medieval Big Farm Town · view 1 of 4 · score 0.278Nemotron 3.5 Super VL (max) · Medieval Big Farm Town · view 2 of 4 · score 0.278Nemotron 3.5 Super VL (max) · Medieval Big Farm Town · view 3 of 4 · score 0.278Nemotron 3.5 Super VL (max) · Medieval Big Farm Town · view 4 of 4 · score 0.278

Medieval Buildings

0.574Detailed 0.546 · Overview 0.513 · Physical 0.785$0.03All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Nemotron 3.5 Super VL (max) · Medieval Buildings · view 1 of 4 · score 0.574Nemotron 3.5 Super VL (max) · Medieval Buildings · view 2 of 4 · score 0.574Nemotron 3.5 Super VL (max) · Medieval Buildings · view 3 of 4 · score 0.574Nemotron 3.5 Super VL (max) · Medieval Buildings · view 4 of 4 · score 0.574

Nordic Harbour

0.729Detailed 0.656 · Overview 0.768 · Physical 0.685$0.13All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Nemotron 3.5 Super VL (max) · Nordic Harbour · view 1 of 4 · score 0.729Nemotron 3.5 Super VL (max) · Nordic Harbour · view 2 of 4 · score 0.729Nemotron 3.5 Super VL (max) · Nordic Harbour · view 3 of 4 · score 0.729Nemotron 3.5 Super VL (max) · Nordic Harbour · view 4 of 4 · score 0.729

Paris

0.225Detailed 0.255 · Overview 0.121 · Physical 0.505$0.06All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Nemotron 3.5 Super VL (max) · Paris · view 1 of 4 · score 0.225Nemotron 3.5 Super VL (max) · Paris · view 2 of 4 · score 0.225Nemotron 3.5 Super VL (max) · Paris · view 3 of 4 · score 0.225Nemotron 3.5 Super VL (max) · Paris · view 4 of 4 · score 0.225

Post-Apocalyptic Stylized Market

0.686Detailed 0.580 · Overview 0.619 · Physical 0.992$0.08All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Nemotron 3.5 Super VL (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.686Nemotron 3.5 Super VL (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.686Nemotron 3.5 Super VL (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.686Nemotron 3.5 Super VL (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.686

Ruins

0.497Detailed 0.552 · Overview 0.389 · Physical 0.768$0.03All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Nemotron 3.5 Super VL (max) · Ruins · view 1 of 4 · score 0.497Nemotron 3.5 Super VL (max) · Ruins · view 2 of 4 · score 0.497Nemotron 3.5 Super VL (max) · Ruins · view 3 of 4 · score 0.497Nemotron 3.5 Super VL (max) · Ruins · view 4 of 4 · score 0.497

Sci-Fi Environment Offworld

0.578Detailed 0.587 · Overview 0.438 · Physical 0.986$0.21All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Nemotron 3.5 Super VL (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.578Nemotron 3.5 Super VL (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.578Nemotron 3.5 Super VL (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.578Nemotron 3.5 Super VL (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.578

New York Street

0.293Detailed 0.198 · Overview 0.234 · Physical 0.565$0.17All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Nemotron 3.5 Super VL (max) · New York Street · view 1 of 4 · score 0.293Nemotron 3.5 Super VL (max) · New York Street · view 2 of 4 · score 0.293Nemotron 3.5 Super VL (max) · New York Street · view 3 of 4 · score 0.293Nemotron 3.5 Super VL (max) · New York Street · view 4 of 4 · score 0.293

Stylized Elven Valley

0.414Detailed 0.631 · Overview 0.224 · Physical 0.767$0.44All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Nemotron 3.5 Super VL (max) · Stylized Elven Valley · view 1 of 4 · score 0.414Nemotron 3.5 Super VL (max) · Stylized Elven Valley · view 2 of 4 · score 0.414Nemotron 3.5 Super VL (max) · Stylized Elven Valley · view 3 of 4 · score 0.414Nemotron 3.5 Super VL (max) · Stylized Elven Valley · view 4 of 4 · score 0.414

Urban Decay

0.466Detailed 0.129 · Overview 0.524 · Physical 0.632$0.05All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Nemotron 3.5 Super VL (max) · Urban Decay · view 1 of 4 · score 0.466Nemotron 3.5 Super VL (max) · Urban Decay · view 2 of 4 · score 0.466Nemotron 3.5 Super VL (max) · Urban Decay · view 3 of 4 · score 0.466Nemotron 3.5 Super VL (max) · Urban Decay · view 4 of 4 · score 0.466

Winter Town

0.359Detailed 0.339 · Overview 0.201 · Physical 0.853$0.06All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Nemotron 3.5 Super VL (max) · Winter Town · view 1 of 4 · score 0.359Nemotron 3.5 Super VL (max) · Winter Town · view 2 of 4 · score 0.359Nemotron 3.5 Super VL (max) · Winter Town · view 3 of 4 · score 0.359Nemotron 3.5 Super VL (max) · Winter Town · view 4 of 4 · score 0.359
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Nemotron 3.5 Super VL (max)

NVIDIA · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank31 of 35
Score0.520
Detailed0.468
Overview0.459
Physical0.756
Median cost$0.14

Abandoned Psychiatric Hospital

0.439Detailed 0.419 · Overview 0.310 · Physical 0.847$0.20All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Nemotron 3.5 Super VL (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.439Nemotron 3.5 Super VL (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.439Nemotron 3.5 Super VL (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.439Nemotron 3.5 Super VL (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.439

Blue City

0.612Detailed 0.569 · Overview 0.497 · Physical 1.000$0.08All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Nemotron 3.5 Super VL (max) · Blue City · view 1 of 4 · score 0.612Nemotron 3.5 Super VL (max) · Blue City · view 2 of 4 · score 0.612Nemotron 3.5 Super VL (max) · Blue City · view 3 of 4 · score 0.612Nemotron 3.5 Super VL (max) · Blue City · view 4 of 4 · score 0.612

Castle River

0.438Detailed 0.316 · Overview 0.433 · Physical 0.575$0.31All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Nemotron 3.5 Super VL (max) · Castle River · view 1 of 4 · score 0.438Nemotron 3.5 Super VL (max) · Castle River · view 2 of 4 · score 0.438Nemotron 3.5 Super VL (max) · Castle River · view 3 of 4 · score 0.438Nemotron 3.5 Super VL (max) · Castle River · view 4 of 4 · score 0.438

Cyberpunk

0.792Detailed 0.516 · Overview 0.835 · Physical 0.938$0.15All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Nemotron 3.5 Super VL (max) · Cyberpunk · view 1 of 4 · score 0.792Nemotron 3.5 Super VL (max) · Cyberpunk · view 2 of 4 · score 0.792Nemotron 3.5 Super VL (max) · Cyberpunk · view 3 of 4 · score 0.792Nemotron 3.5 Super VL (max) · Cyberpunk · view 4 of 4 · score 0.792

Egyptian Temple

0.631Detailed 0.711 · Overview 0.553 · Physical 0.784$0.70All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Nemotron 3.5 Super VL (max) · Egyptian Temple · view 1 of 4 · score 0.631Nemotron 3.5 Super VL (max) · Egyptian Temple · view 2 of 4 · score 0.631Nemotron 3.5 Super VL (max) · Egyptian Temple · view 3 of 4 · score 0.631Nemotron 3.5 Super VL (max) · Egyptian Temple · view 4 of 4 · score 0.631

European Street

0.726Detailed 0.504 · Overview 0.739 · Physical 0.909$0.26All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Nemotron 3.5 Super VL (max) · European Street · view 1 of 4 · score 0.726Nemotron 3.5 Super VL (max) · European Street · view 2 of 4 · score 0.726Nemotron 3.5 Super VL (max) · European Street · view 3 of 4 · score 0.726Nemotron 3.5 Super VL (max) · European Street · view 4 of 4 · score 0.726

Factory Environment

0.775Detailed 0.751 · Overview 0.751 · Physical 0.872$0.05All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Nemotron 3.5 Super VL (max) · Factory Environment · view 1 of 4 · score 0.775Nemotron 3.5 Super VL (max) · Factory Environment · view 2 of 4 · score 0.775Nemotron 3.5 Super VL (max) · Factory Environment · view 3 of 4 · score 0.775Nemotron 3.5 Super VL (max) · Factory Environment · view 4 of 4 · score 0.775

Hong Kong

0.384Detailed 0.236 · Overview 0.250 · Physical 0.935$0.17All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Nemotron 3.5 Super VL (max) · Hong Kong · view 1 of 4 · score 0.384Nemotron 3.5 Super VL (max) · Hong Kong · view 2 of 4 · score 0.384Nemotron 3.5 Super VL (max) · Hong Kong · view 3 of 4 · score 0.384Nemotron 3.5 Super VL (max) · Hong Kong · view 4 of 4 · score 0.384

House of Baeryeom

0.510Detailed 0.563 · Overview 0.555 · Physical 0.322$0.05All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Nemotron 3.5 Super VL (max) · House of Baeryeom · view 1 of 4 · score 0.510Nemotron 3.5 Super VL (max) · House of Baeryeom · view 2 of 4 · score 0.510Nemotron 3.5 Super VL (max) · House of Baeryeom · view 3 of 4 · score 0.510Nemotron 3.5 Super VL (max) · House of Baeryeom · view 4 of 4 · score 0.510

Medieval Big Farm Town

0.278Detailed 0.312 · Overview 0.226 · Physical 0.397$0.50All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Nemotron 3.5 Super VL (max) · Medieval Big Farm Town · view 1 of 4 · score 0.278Nemotron 3.5 Super VL (max) · Medieval Big Farm Town · view 2 of 4 · score 0.278Nemotron 3.5 Super VL (max) · Medieval Big Farm Town · view 3 of 4 · score 0.278Nemotron 3.5 Super VL (max) · Medieval Big Farm Town · view 4 of 4 · score 0.278

Medieval Buildings

0.574Detailed 0.546 · Overview 0.513 · Physical 0.785$0.03All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Nemotron 3.5 Super VL (max) · Medieval Buildings · view 1 of 4 · score 0.574Nemotron 3.5 Super VL (max) · Medieval Buildings · view 2 of 4 · score 0.574Nemotron 3.5 Super VL (max) · Medieval Buildings · view 3 of 4 · score 0.574Nemotron 3.5 Super VL (max) · Medieval Buildings · view 4 of 4 · score 0.574

Nordic Harbour

0.729Detailed 0.656 · Overview 0.768 · Physical 0.685$0.13All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Nemotron 3.5 Super VL (max) · Nordic Harbour · view 1 of 4 · score 0.729Nemotron 3.5 Super VL (max) · Nordic Harbour · view 2 of 4 · score 0.729Nemotron 3.5 Super VL (max) · Nordic Harbour · view 3 of 4 · score 0.729Nemotron 3.5 Super VL (max) · Nordic Harbour · view 4 of 4 · score 0.729

Paris

0.225Detailed 0.255 · Overview 0.121 · Physical 0.505$0.06All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Nemotron 3.5 Super VL (max) · Paris · view 1 of 4 · score 0.225Nemotron 3.5 Super VL (max) · Paris · view 2 of 4 · score 0.225Nemotron 3.5 Super VL (max) · Paris · view 3 of 4 · score 0.225Nemotron 3.5 Super VL (max) · Paris · view 4 of 4 · score 0.225

Post-Apocalyptic Stylized Market

0.686Detailed 0.580 · Overview 0.619 · Physical 0.992$0.08All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Nemotron 3.5 Super VL (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.686Nemotron 3.5 Super VL (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.686Nemotron 3.5 Super VL (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.686Nemotron 3.5 Super VL (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.686

Ruins

0.497Detailed 0.552 · Overview 0.389 · Physical 0.768$0.03All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Nemotron 3.5 Super VL (max) · Ruins · view 1 of 4 · score 0.497Nemotron 3.5 Super VL (max) · Ruins · view 2 of 4 · score 0.497Nemotron 3.5 Super VL (max) · Ruins · view 3 of 4 · score 0.497Nemotron 3.5 Super VL (max) · Ruins · view 4 of 4 · score 0.497

Sci-Fi Environment Offworld

0.578Detailed 0.587 · Overview 0.438 · Physical 0.986$0.21All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Nemotron 3.5 Super VL (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.578Nemotron 3.5 Super VL (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.578Nemotron 3.5 Super VL (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.578Nemotron 3.5 Super VL (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.578

New York Street

0.293Detailed 0.198 · Overview 0.234 · Physical 0.565$0.17All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Nemotron 3.5 Super VL (max) · New York Street · view 1 of 4 · score 0.293Nemotron 3.5 Super VL (max) · New York Street · view 2 of 4 · score 0.293Nemotron 3.5 Super VL (max) · New York Street · view 3 of 4 · score 0.293Nemotron 3.5 Super VL (max) · New York Street · view 4 of 4 · score 0.293

Stylized Elven Valley

0.414Detailed 0.631 · Overview 0.224 · Physical 0.767$0.44All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Nemotron 3.5 Super VL (max) · Stylized Elven Valley · view 1 of 4 · score 0.414Nemotron 3.5 Super VL (max) · Stylized Elven Valley · view 2 of 4 · score 0.414Nemotron 3.5 Super VL (max) · Stylized Elven Valley · view 3 of 4 · score 0.414Nemotron 3.5 Super VL (max) · Stylized Elven Valley · view 4 of 4 · score 0.414

Urban Decay

0.466Detailed 0.129 · Overview 0.524 · Physical 0.632$0.05All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Nemotron 3.5 Super VL (max) · Urban Decay · view 1 of 4 · score 0.466Nemotron 3.5 Super VL (max) · Urban Decay · view 2 of 4 · score 0.466Nemotron 3.5 Super VL (max) · Urban Decay · view 3 of 4 · score 0.466Nemotron 3.5 Super VL (max) · Urban Decay · view 4 of 4 · score 0.466

Winter Town

0.359Detailed 0.339 · Overview 0.201 · Physical 0.853$0.06All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Nemotron 3.5 Super VL (max) · Winter Town · view 1 of 4 · score 0.359Nemotron 3.5 Super VL (max) · Winter Town · view 2 of 4 · score 0.359Nemotron 3.5 Super VL (max) · Winter Town · view 3 of 4 · score 0.359Nemotron 3.5 Super VL (max) · Winter Town · view 4 of 4 · score 0.359
diff --git a/gallery/model/qwen3.8-27b-thinking-off.html b/gallery/model/qwen3.8-27b-thinking-off.html index 64398a61d38d3533faa1796274fdef05b66f59b1..b26f6873eb1aff3598f94188852f08bc8744641c 100644 --- a/gallery/model/qwen3.8-27b-thinking-off.html +++ b/gallery/model/qwen3.8-27b-thinking-off.html @@ -10,7 +10,7 @@
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Qwen3.8 27B (thinking off)

Alibaba · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank32 of 34
Score0.514
Detailed0.500
Overview0.452
Physical0.716
Median cost$0.75

Cost: self-hosted; cost = the token counts its agent logs, at Qwen3.8 27B's OpenRouter list price ($0.24 input, $2.2 output per million).

Abandoned Psychiatric Hospital

0.335Detailed 0.432 · Overview 0.131 · Physical 0.848$2.79All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Qwen3.8 27B (thinking off) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.335Qwen3.8 27B (thinking off) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.335Qwen3.8 27B (thinking off) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.335Qwen3.8 27B (thinking off) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.335

Blue City

0.634Detailed 0.623 · Overview 0.582 · Physical 0.801$0.12All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Qwen3.8 27B (thinking off) · Blue City · view 1 of 4 · score 0.634Qwen3.8 27B (thinking off) · Blue City · view 2 of 4 · score 0.634Qwen3.8 27B (thinking off) · Blue City · view 3 of 4 · score 0.634Qwen3.8 27B (thinking off) · Blue City · view 4 of 4 · score 0.634

Castle River

0.474Detailed 0.440 · Overview 0.333 · Physical 0.929$1.65All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Qwen3.8 27B (thinking off) · Castle River · view 1 of 4 · score 0.474Qwen3.8 27B (thinking off) · Castle River · view 2 of 4 · score 0.474Qwen3.8 27B (thinking off) · Castle River · view 3 of 4 · score 0.474Qwen3.8 27B (thinking off) · Castle River · view 4 of 4 · score 0.474

Egyptian Temple

0.612Detailed 0.684 · Overview 0.533 · Physical 0.776$1.02All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Qwen3.8 27B (thinking off) · Egyptian Temple · view 1 of 4 · score 0.612Qwen3.8 27B (thinking off) · Egyptian Temple · view 2 of 4 · score 0.612Qwen3.8 27B (thinking off) · Egyptian Temple · view 3 of 4 · score 0.612Qwen3.8 27B (thinking off) · Egyptian Temple · view 4 of 4 · score 0.612

European Street

0.633Detailed 0.659 · Overview 0.531 · Physical 0.915$0.81All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Qwen3.8 27B (thinking off) · European Street · view 1 of 4 · score 0.633Qwen3.8 27B (thinking off) · European Street · view 2 of 4 · score 0.633Qwen3.8 27B (thinking off) · European Street · view 3 of 4 · score 0.633Qwen3.8 27B (thinking off) · European Street · view 4 of 4 · score 0.633

Factory Environment

0.438Detailed 0.626 · Overview 0.226 · Physical 0.887$0.30All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Qwen3.8 27B (thinking off) · Factory Environment · view 1 of 4 · score 0.438Qwen3.8 27B (thinking off) · Factory Environment · view 2 of 4 · score 0.438Qwen3.8 27B (thinking off) · Factory Environment · view 3 of 4 · score 0.438Qwen3.8 27B (thinking off) · Factory Environment · view 4 of 4 · score 0.438

Hong Kong

0.556Detailed 0.393 · Overview 0.667 · Physical 0.389$0.70All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Qwen3.8 27B (thinking off) · Hong Kong · view 1 of 4 · score 0.556Qwen3.8 27B (thinking off) · Hong Kong · view 2 of 4 · score 0.556Qwen3.8 27B (thinking off) · Hong Kong · view 3 of 4 · score 0.556Qwen3.8 27B (thinking off) · Hong Kong · view 4 of 4 · score 0.556

House of Baeryeom

0.476Detailed 0.590 · Overview 0.426 · Physical 0.513$0.69All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Qwen3.8 27B (thinking off) · House of Baeryeom · view 1 of 4 · score 0.476Qwen3.8 27B (thinking off) · House of Baeryeom · view 2 of 4 · score 0.476Qwen3.8 27B (thinking off) · House of Baeryeom · view 3 of 4 · score 0.476Qwen3.8 27B (thinking off) · House of Baeryeom · view 4 of 4 · score 0.476

Medieval Big Farm Town

0.462Detailed 0.421 · Overview 0.385 · Physical 0.733$0.31All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Qwen3.8 27B (thinking off) · Medieval Big Farm Town · view 1 of 4 · score 0.462Qwen3.8 27B (thinking off) · Medieval Big Farm Town · view 2 of 4 · score 0.462Qwen3.8 27B (thinking off) · Medieval Big Farm Town · view 3 of 4 · score 0.462Qwen3.8 27B (thinking off) · Medieval Big Farm Town · view 4 of 4 · score 0.462

Medieval Buildings

0.767Detailed 0.745 · Overview 0.752 · Physical 0.832$1.45All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Qwen3.8 27B (thinking off) · Medieval Buildings · view 1 of 4 · score 0.767Qwen3.8 27B (thinking off) · Medieval Buildings · view 2 of 4 · score 0.767Qwen3.8 27B (thinking off) · Medieval Buildings · view 3 of 4 · score 0.767Qwen3.8 27B (thinking off) · Medieval Buildings · view 4 of 4 · score 0.767

Nordic Harbour

0.732Detailed 0.574 · Overview 0.800 · Physical 0.688$0.36All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Qwen3.8 27B (thinking off) · Nordic Harbour · view 1 of 4 · score 0.732Qwen3.8 27B (thinking off) · Nordic Harbour · view 2 of 4 · score 0.732Qwen3.8 27B (thinking off) · Nordic Harbour · view 3 of 4 · score 0.732Qwen3.8 27B (thinking off) · Nordic Harbour · view 4 of 4 · score 0.732

Paris

0.459Detailed 0.387 · Overview 0.421 · Physical 0.642$1.07All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Qwen3.8 27B (thinking off) · Paris · view 1 of 4 · score 0.459Qwen3.8 27B (thinking off) · Paris · view 2 of 4 · score 0.459Qwen3.8 27B (thinking off) · Paris · view 3 of 4 · score 0.459Qwen3.8 27B (thinking off) · Paris · view 4 of 4 · score 0.459

Post-Apocalyptic Stylized Market

0.505Detailed 0.505 · Overview 0.346 · Physical 0.982$0.91All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Qwen3.8 27B (thinking off) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.505Qwen3.8 27B (thinking off) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.505Qwen3.8 27B (thinking off) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.505Qwen3.8 27B (thinking off) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.505

Ruins

0.276Detailed 0.310 · Overview 0.185 · Physical 0.517$0.25All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Qwen3.8 27B (thinking off) · Ruins · view 1 of 4 · score 0.276Qwen3.8 27B (thinking off) · Ruins · view 2 of 4 · score 0.276Qwen3.8 27B (thinking off) · Ruins · view 3 of 4 · score 0.276Qwen3.8 27B (thinking off) · Ruins · view 4 of 4 · score 0.276

Sci-Fi Environment Offworld

0.696Detailed 0.612 · Overview 0.750 · Physical 0.615$0.29All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Qwen3.8 27B (thinking off) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.696Qwen3.8 27B (thinking off) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.696Qwen3.8 27B (thinking off) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.696Qwen3.8 27B (thinking off) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.696

New York Street

0.614Detailed 0.528 · Overview 0.555 · Physical 0.876$0.12All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Qwen3.8 27B (thinking off) · New York Street · view 1 of 4 · score 0.614Qwen3.8 27B (thinking off) · New York Street · view 2 of 4 · score 0.614Qwen3.8 27B (thinking off) · New York Street · view 3 of 4 · score 0.614Qwen3.8 27B (thinking off) · New York Street · view 4 of 4 · score 0.614

Stylized Elven Valley

0.647Detailed 0.569 · Overview 0.641 · Physical 0.744$1.15All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Qwen3.8 27B (thinking off) · Stylized Elven Valley · view 1 of 4 · score 0.647Qwen3.8 27B (thinking off) · Stylized Elven Valley · view 2 of 4 · score 0.647Qwen3.8 27B (thinking off) · Stylized Elven Valley · view 3 of 4 · score 0.647Qwen3.8 27B (thinking off) · Stylized Elven Valley · view 4 of 4 · score 0.647

Urban Decay

0.592Detailed 0.675 · Overview 0.510 · Physical 0.756$0.51All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Qwen3.8 27B (thinking off) · Urban Decay · view 1 of 4 · score 0.592Qwen3.8 27B (thinking off) · Urban Decay · view 2 of 4 · score 0.592Qwen3.8 27B (thinking off) · Urban Decay · view 3 of 4 · score 0.592Qwen3.8 27B (thinking off) · Urban Decay · view 4 of 4 · score 0.592

Winter Town

0.376Detailed 0.222 · Overview 0.262 · Physical 0.872$0.89All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Qwen3.8 27B (thinking off) · Winter Town · view 1 of 4 · score 0.376Qwen3.8 27B (thinking off) · Winter Town · view 2 of 4 · score 0.376Qwen3.8 27B (thinking off) · Winter Town · view 3 of 4 · score 0.376Qwen3.8 27B (thinking off) · Winter Town · view 4 of 4 · score 0.376
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Qwen3.8 27B (thinking off)

Alibaba · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank33 of 35
Score0.514
Detailed0.500
Overview0.452
Physical0.716
Median cost$0.75

Cost: self-hosted; cost = the token counts its agent logs, at Qwen3.8 27B's OpenRouter list price ($0.24 input, $2.2 output per million).

Abandoned Psychiatric Hospital

0.335Detailed 0.432 · Overview 0.131 · Physical 0.848$2.79All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Qwen3.8 27B (thinking off) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.335Qwen3.8 27B (thinking off) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.335Qwen3.8 27B (thinking off) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.335Qwen3.8 27B (thinking off) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.335

Blue City

0.634Detailed 0.623 · Overview 0.582 · Physical 0.801$0.12All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Qwen3.8 27B (thinking off) · Blue City · view 1 of 4 · score 0.634Qwen3.8 27B (thinking off) · Blue City · view 2 of 4 · score 0.634Qwen3.8 27B (thinking off) · Blue City · view 3 of 4 · score 0.634Qwen3.8 27B (thinking off) · Blue City · view 4 of 4 · score 0.634

Castle River

0.474Detailed 0.440 · Overview 0.333 · Physical 0.929$1.65All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Qwen3.8 27B (thinking off) · Castle River · view 1 of 4 · score 0.474Qwen3.8 27B (thinking off) · Castle River · view 2 of 4 · score 0.474Qwen3.8 27B (thinking off) · Castle River · view 3 of 4 · score 0.474Qwen3.8 27B (thinking off) · Castle River · view 4 of 4 · score 0.474

Egyptian Temple

0.612Detailed 0.684 · Overview 0.533 · Physical 0.776$1.02All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Qwen3.8 27B (thinking off) · Egyptian Temple · view 1 of 4 · score 0.612Qwen3.8 27B (thinking off) · Egyptian Temple · view 2 of 4 · score 0.612Qwen3.8 27B (thinking off) · Egyptian Temple · view 3 of 4 · score 0.612Qwen3.8 27B (thinking off) · Egyptian Temple · view 4 of 4 · score 0.612

European Street

0.633Detailed 0.659 · Overview 0.531 · Physical 0.915$0.81All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Qwen3.8 27B (thinking off) · European Street · view 1 of 4 · score 0.633Qwen3.8 27B (thinking off) · European Street · view 2 of 4 · score 0.633Qwen3.8 27B (thinking off) · European Street · view 3 of 4 · score 0.633Qwen3.8 27B (thinking off) · European Street · view 4 of 4 · score 0.633

Factory Environment

0.438Detailed 0.626 · Overview 0.226 · Physical 0.887$0.30All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Qwen3.8 27B (thinking off) · Factory Environment · view 1 of 4 · score 0.438Qwen3.8 27B (thinking off) · Factory Environment · view 2 of 4 · score 0.438Qwen3.8 27B (thinking off) · Factory Environment · view 3 of 4 · score 0.438Qwen3.8 27B (thinking off) · Factory Environment · view 4 of 4 · score 0.438

Hong Kong

0.556Detailed 0.393 · Overview 0.667 · Physical 0.389$0.70All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Qwen3.8 27B (thinking off) · Hong Kong · view 1 of 4 · score 0.556Qwen3.8 27B (thinking off) · Hong Kong · view 2 of 4 · score 0.556Qwen3.8 27B (thinking off) · Hong Kong · view 3 of 4 · score 0.556Qwen3.8 27B (thinking off) · Hong Kong · view 4 of 4 · score 0.556

House of Baeryeom

0.476Detailed 0.590 · Overview 0.426 · Physical 0.513$0.69All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Qwen3.8 27B (thinking off) · House of Baeryeom · view 1 of 4 · score 0.476Qwen3.8 27B (thinking off) · House of Baeryeom · view 2 of 4 · score 0.476Qwen3.8 27B (thinking off) · House of Baeryeom · view 3 of 4 · score 0.476Qwen3.8 27B (thinking off) · House of Baeryeom · view 4 of 4 · score 0.476

Medieval Big Farm Town

0.462Detailed 0.421 · Overview 0.385 · Physical 0.733$0.31All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Qwen3.8 27B (thinking off) · Medieval Big Farm Town · view 1 of 4 · score 0.462Qwen3.8 27B (thinking off) · Medieval Big Farm Town · view 2 of 4 · score 0.462Qwen3.8 27B (thinking off) · Medieval Big Farm Town · view 3 of 4 · score 0.462Qwen3.8 27B (thinking off) · Medieval Big Farm Town · view 4 of 4 · score 0.462

Medieval Buildings

0.767Detailed 0.745 · Overview 0.752 · Physical 0.832$1.45All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Qwen3.8 27B (thinking off) · Medieval Buildings · view 1 of 4 · score 0.767Qwen3.8 27B (thinking off) · Medieval Buildings · view 2 of 4 · score 0.767Qwen3.8 27B (thinking off) · Medieval Buildings · view 3 of 4 · score 0.767Qwen3.8 27B (thinking off) · Medieval Buildings · view 4 of 4 · score 0.767

Nordic Harbour

0.732Detailed 0.574 · Overview 0.800 · Physical 0.688$0.36All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Qwen3.8 27B (thinking off) · Nordic Harbour · view 1 of 4 · score 0.732Qwen3.8 27B (thinking off) · Nordic Harbour · view 2 of 4 · score 0.732Qwen3.8 27B (thinking off) · Nordic Harbour · view 3 of 4 · score 0.732Qwen3.8 27B (thinking off) · Nordic Harbour · view 4 of 4 · score 0.732

Paris

0.459Detailed 0.387 · Overview 0.421 · Physical 0.642$1.07All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Qwen3.8 27B (thinking off) · Paris · view 1 of 4 · score 0.459Qwen3.8 27B (thinking off) · Paris · view 2 of 4 · score 0.459Qwen3.8 27B (thinking off) · Paris · view 3 of 4 · score 0.459Qwen3.8 27B (thinking off) · Paris · view 4 of 4 · score 0.459

Post-Apocalyptic Stylized Market

0.505Detailed 0.505 · Overview 0.346 · Physical 0.982$0.91All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Qwen3.8 27B (thinking off) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.505Qwen3.8 27B (thinking off) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.505Qwen3.8 27B (thinking off) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.505Qwen3.8 27B (thinking off) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.505

Ruins

0.276Detailed 0.310 · Overview 0.185 · Physical 0.517$0.25All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Qwen3.8 27B (thinking off) · Ruins · view 1 of 4 · score 0.276Qwen3.8 27B (thinking off) · Ruins · view 2 of 4 · score 0.276Qwen3.8 27B (thinking off) · Ruins · view 3 of 4 · score 0.276Qwen3.8 27B (thinking off) · Ruins · view 4 of 4 · score 0.276

Sci-Fi Environment Offworld

0.696Detailed 0.612 · Overview 0.750 · Physical 0.615$0.29All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Qwen3.8 27B (thinking off) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.696Qwen3.8 27B (thinking off) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.696Qwen3.8 27B (thinking off) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.696Qwen3.8 27B (thinking off) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.696

New York Street

0.614Detailed 0.528 · Overview 0.555 · Physical 0.876$0.12All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Qwen3.8 27B (thinking off) · New York Street · view 1 of 4 · score 0.614Qwen3.8 27B (thinking off) · New York Street · view 2 of 4 · score 0.614Qwen3.8 27B (thinking off) · New York Street · view 3 of 4 · score 0.614Qwen3.8 27B (thinking off) · New York Street · view 4 of 4 · score 0.614

Stylized Elven Valley

0.647Detailed 0.569 · Overview 0.641 · Physical 0.744$1.15All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Qwen3.8 27B (thinking off) · Stylized Elven Valley · view 1 of 4 · score 0.647Qwen3.8 27B (thinking off) · Stylized Elven Valley · view 2 of 4 · score 0.647Qwen3.8 27B (thinking off) · Stylized Elven Valley · view 3 of 4 · score 0.647Qwen3.8 27B (thinking off) · Stylized Elven Valley · view 4 of 4 · score 0.647

Urban Decay

0.592Detailed 0.675 · Overview 0.510 · Physical 0.756$0.51All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Qwen3.8 27B (thinking off) · Urban Decay · view 1 of 4 · score 0.592Qwen3.8 27B (thinking off) · Urban Decay · view 2 of 4 · score 0.592Qwen3.8 27B (thinking off) · Urban Decay · view 3 of 4 · score 0.592Qwen3.8 27B (thinking off) · Urban Decay · view 4 of 4 · score 0.592

Winter Town

0.376Detailed 0.222 · Overview 0.262 · Physical 0.872$0.89All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Qwen3.8 27B (thinking off) · Winter Town · view 1 of 4 · score 0.376Qwen3.8 27B (thinking off) · Winter Town · view 2 of 4 · score 0.376Qwen3.8 27B (thinking off) · Winter Town · view 3 of 4 · score 0.376Qwen3.8 27B (thinking off) · Winter Town · view 4 of 4 · score 0.376
diff --git a/gallery/model/qwen3.8-27b-thinking-on.html b/gallery/model/qwen3.8-27b-thinking-on.html index ee44c3cda252f6d69bad67dc95f92a6a0b2836ab..ba591c8cea9253ba74a1910c1ad9b091e96e4041 100644 --- a/gallery/model/qwen3.8-27b-thinking-on.html +++ b/gallery/model/qwen3.8-27b-thinking-on.html @@ -10,7 +10,7 @@
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Qwen3.8 27B (thinking on)

Alibaba · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank28 of 34
Score0.571
Detailed0.508
Overview0.524
Physical0.778
Median cost$0.90

Cost: self-hosted; cost = the token counts its agent logs, at Qwen3.8 27B's OpenRouter list price ($0.04 input, $1.35 output per million).

Abandoned Psychiatric Hospital

0.364Detailed 0.423 · Overview 0.143 · Physical 0.968$0.52All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Qwen3.8 27B (thinking on) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.364Qwen3.8 27B (thinking on) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.364Qwen3.8 27B (thinking on) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.364Qwen3.8 27B (thinking on) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.364

Blue City

0.550Detailed 0.498 · Overview 0.446 · Physical 0.913$0.27All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Qwen3.8 27B (thinking on) · Blue City · view 1 of 4 · score 0.550Qwen3.8 27B (thinking on) · Blue City · view 2 of 4 · score 0.550Qwen3.8 27B (thinking on) · Blue City · view 3 of 4 · score 0.550Qwen3.8 27B (thinking on) · Blue City · view 4 of 4 · score 0.550

Castle River

0.453Detailed 0.342 · Overview 0.446 · Physical 0.584$1.26All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Qwen3.8 27B (thinking on) · Castle River · view 1 of 4 · score 0.453Qwen3.8 27B (thinking on) · Castle River · view 2 of 4 · score 0.453Qwen3.8 27B (thinking on) · Castle River · view 3 of 4 · score 0.453Qwen3.8 27B (thinking on) · Castle River · view 4 of 4 · score 0.453

Egyptian Temple

0.732Detailed 0.710 · Overview 0.673 · Physical 0.929$0.89All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Qwen3.8 27B (thinking on) · Egyptian Temple · view 1 of 4 · score 0.732Qwen3.8 27B (thinking on) · Egyptian Temple · view 2 of 4 · score 0.732Qwen3.8 27B (thinking on) · Egyptian Temple · view 3 of 4 · score 0.732Qwen3.8 27B (thinking on) · Egyptian Temple · view 4 of 4 · score 0.732

European Street

0.438Detailed 0.310 · Overview 0.460 · Physical 0.502$1.21All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Qwen3.8 27B (thinking on) · European Street · view 1 of 4 · score 0.438Qwen3.8 27B (thinking on) · European Street · view 2 of 4 · score 0.438Qwen3.8 27B (thinking on) · European Street · view 3 of 4 · score 0.438Qwen3.8 27B (thinking on) · European Street · view 4 of 4 · score 0.438

Factory Environment

0.817Detailed 0.763 · Overview 0.791 · Physical 0.949$0.41All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Qwen3.8 27B (thinking on) · Factory Environment · view 1 of 4 · score 0.817Qwen3.8 27B (thinking on) · Factory Environment · view 2 of 4 · score 0.817Qwen3.8 27B (thinking on) · Factory Environment · view 3 of 4 · score 0.817Qwen3.8 27B (thinking on) · Factory Environment · view 4 of 4 · score 0.817

Hong Kong

0.574Detailed 0.462 · Overview 0.567 · Physical 0.705$1.30All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Qwen3.8 27B (thinking on) · Hong Kong · view 1 of 4 · score 0.574Qwen3.8 27B (thinking on) · Hong Kong · view 2 of 4 · score 0.574Qwen3.8 27B (thinking on) · Hong Kong · view 3 of 4 · score 0.574Qwen3.8 27B (thinking on) · Hong Kong · view 4 of 4 · score 0.574

House of Baeryeom

0.574Detailed 0.748 · Overview 0.501 · Physical 0.617$0.92All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Qwen3.8 27B (thinking on) · House of Baeryeom · view 1 of 4 · score 0.574Qwen3.8 27B (thinking on) · House of Baeryeom · view 2 of 4 · score 0.574Qwen3.8 27B (thinking on) · House of Baeryeom · view 3 of 4 · score 0.574Qwen3.8 27B (thinking on) · House of Baeryeom · view 4 of 4 · score 0.574

Medieval Big Farm Town

0.630Detailed 0.467 · Overview 0.577 · Physical 0.949$1.16All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Qwen3.8 27B (thinking on) · Medieval Big Farm Town · view 1 of 4 · score 0.630Qwen3.8 27B (thinking on) · Medieval Big Farm Town · view 2 of 4 · score 0.630Qwen3.8 27B (thinking on) · Medieval Big Farm Town · view 3 of 4 · score 0.630Qwen3.8 27B (thinking on) · Medieval Big Farm Town · view 4 of 4 · score 0.630

Medieval Buildings

0.646Detailed 0.690 · Overview 0.569 · Physical 0.832$0.92All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Qwen3.8 27B (thinking on) · Medieval Buildings · view 1 of 4 · score 0.646Qwen3.8 27B (thinking on) · Medieval Buildings · view 2 of 4 · score 0.646Qwen3.8 27B (thinking on) · Medieval Buildings · view 3 of 4 · score 0.646Qwen3.8 27B (thinking on) · Medieval Buildings · view 4 of 4 · score 0.646

Nordic Harbour

0.739Detailed 0.529 · Overview 0.740 · Physical 0.945$1.40All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Qwen3.8 27B (thinking on) · Nordic Harbour · view 1 of 4 · score 0.739Qwen3.8 27B (thinking on) · Nordic Harbour · view 2 of 4 · score 0.739Qwen3.8 27B (thinking on) · Nordic Harbour · view 3 of 4 · score 0.739Qwen3.8 27B (thinking on) · Nordic Harbour · view 4 of 4 · score 0.739

Paris

0.668Detailed 0.431 · Overview 0.706 · Physical 0.789$1.26All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Qwen3.8 27B (thinking on) · Paris · view 1 of 4 · score 0.668Qwen3.8 27B (thinking on) · Paris · view 2 of 4 · score 0.668Qwen3.8 27B (thinking on) · Paris · view 3 of 4 · score 0.668Qwen3.8 27B (thinking on) · Paris · view 4 of 4 · score 0.668

Post-Apocalyptic Stylized Market

0.515Detailed 0.554 · Overview 0.368 · Physical 0.919$1.15All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Qwen3.8 27B (thinking on) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.515Qwen3.8 27B (thinking on) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.515Qwen3.8 27B (thinking on) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.515Qwen3.8 27B (thinking on) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.515

Ruins

0.525Detailed 0.499 · Overview 0.375 · Physical 1.000$0.55All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Qwen3.8 27B (thinking on) · Ruins · view 1 of 4 · score 0.525Qwen3.8 27B (thinking on) · Ruins · view 2 of 4 · score 0.525Qwen3.8 27B (thinking on) · Ruins · view 3 of 4 · score 0.525Qwen3.8 27B (thinking on) · Ruins · view 4 of 4 · score 0.525

Sci-Fi Environment Offworld

0.718Detailed 0.512 · Overview 0.692 · Physical 1.000$0.38All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Qwen3.8 27B (thinking on) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.718Qwen3.8 27B (thinking on) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.718Qwen3.8 27B (thinking on) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.718Qwen3.8 27B (thinking on) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.718

New York Street

0.376Detailed 0.353 · Overview 0.265 · Physical 0.729$0.36All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Qwen3.8 27B (thinking on) · New York Street · view 1 of 4 · score 0.376Qwen3.8 27B (thinking on) · New York Street · view 2 of 4 · score 0.376Qwen3.8 27B (thinking on) · New York Street · view 3 of 4 · score 0.376Qwen3.8 27B (thinking on) · New York Street · view 4 of 4 · score 0.376

Stylized Elven Valley

0.781Detailed 0.852 · Overview 0.701 · Physical 0.950$0.57All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Qwen3.8 27B (thinking on) · Stylized Elven Valley · view 1 of 4 · score 0.781Qwen3.8 27B (thinking on) · Stylized Elven Valley · view 2 of 4 · score 0.781Qwen3.8 27B (thinking on) · Stylized Elven Valley · view 3 of 4 · score 0.781Qwen3.8 27B (thinking on) · Stylized Elven Valley · view 4 of 4 · score 0.781

Urban Decay

0.769Detailed 0.650 · Overview 0.874 · Physical 0.574$1.00All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Qwen3.8 27B (thinking on) · Urban Decay · view 1 of 4 · score 0.769Qwen3.8 27B (thinking on) · Urban Decay · view 2 of 4 · score 0.769Qwen3.8 27B (thinking on) · Urban Decay · view 3 of 4 · score 0.769Qwen3.8 27B (thinking on) · Urban Decay · view 4 of 4 · score 0.769

Winter Town

0.562Detailed 0.361 · Overview 0.580 · Physical 0.710$0.74All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Qwen3.8 27B (thinking on) · Winter Town · view 1 of 4 · score 0.562Qwen3.8 27B (thinking on) · Winter Town · view 2 of 4 · score 0.562Qwen3.8 27B (thinking on) · Winter Town · view 3 of 4 · score 0.562Qwen3.8 27B (thinking on) · Winter Town · view 4 of 4 · score 0.562
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Qwen3.8 27B (thinking on)

Alibaba · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank29 of 35
Score0.571
Detailed0.508
Overview0.524
Physical0.778
Median cost$0.90

Cost: self-hosted; cost = the token counts its agent logs, at Qwen3.8 27B's OpenRouter list price ($0.04 input, $1.35 output per million).

Abandoned Psychiatric Hospital

0.364Detailed 0.423 · Overview 0.143 · Physical 0.968$0.52All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Qwen3.8 27B (thinking on) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.364Qwen3.8 27B (thinking on) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.364Qwen3.8 27B (thinking on) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.364Qwen3.8 27B (thinking on) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.364

Blue City

0.550Detailed 0.498 · Overview 0.446 · Physical 0.913$0.27All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Qwen3.8 27B (thinking on) · Blue City · view 1 of 4 · score 0.550Qwen3.8 27B (thinking on) · Blue City · view 2 of 4 · score 0.550Qwen3.8 27B (thinking on) · Blue City · view 3 of 4 · score 0.550Qwen3.8 27B (thinking on) · Blue City · view 4 of 4 · score 0.550

Castle River

0.453Detailed 0.342 · Overview 0.446 · Physical 0.584$1.26All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Qwen3.8 27B (thinking on) · Castle River · view 1 of 4 · score 0.453Qwen3.8 27B (thinking on) · Castle River · view 2 of 4 · score 0.453Qwen3.8 27B (thinking on) · Castle River · view 3 of 4 · score 0.453Qwen3.8 27B (thinking on) · Castle River · view 4 of 4 · score 0.453

Egyptian Temple

0.732Detailed 0.710 · Overview 0.673 · Physical 0.929$0.89All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Qwen3.8 27B (thinking on) · Egyptian Temple · view 1 of 4 · score 0.732Qwen3.8 27B (thinking on) · Egyptian Temple · view 2 of 4 · score 0.732Qwen3.8 27B (thinking on) · Egyptian Temple · view 3 of 4 · score 0.732Qwen3.8 27B (thinking on) · Egyptian Temple · view 4 of 4 · score 0.732

European Street

0.438Detailed 0.310 · Overview 0.460 · Physical 0.502$1.21All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Qwen3.8 27B (thinking on) · European Street · view 1 of 4 · score 0.438Qwen3.8 27B (thinking on) · European Street · view 2 of 4 · score 0.438Qwen3.8 27B (thinking on) · European Street · view 3 of 4 · score 0.438Qwen3.8 27B (thinking on) · European Street · view 4 of 4 · score 0.438

Factory Environment

0.817Detailed 0.763 · Overview 0.791 · Physical 0.949$0.41All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Qwen3.8 27B (thinking on) · Factory Environment · view 1 of 4 · score 0.817Qwen3.8 27B (thinking on) · Factory Environment · view 2 of 4 · score 0.817Qwen3.8 27B (thinking on) · Factory Environment · view 3 of 4 · score 0.817Qwen3.8 27B (thinking on) · Factory Environment · view 4 of 4 · score 0.817

Hong Kong

0.574Detailed 0.462 · Overview 0.567 · Physical 0.705$1.30All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Qwen3.8 27B (thinking on) · Hong Kong · view 1 of 4 · score 0.574Qwen3.8 27B (thinking on) · Hong Kong · view 2 of 4 · score 0.574Qwen3.8 27B (thinking on) · Hong Kong · view 3 of 4 · score 0.574Qwen3.8 27B (thinking on) · Hong Kong · view 4 of 4 · score 0.574

House of Baeryeom

0.574Detailed 0.748 · Overview 0.501 · Physical 0.617$0.92All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Qwen3.8 27B (thinking on) · House of Baeryeom · view 1 of 4 · score 0.574Qwen3.8 27B (thinking on) · House of Baeryeom · view 2 of 4 · score 0.574Qwen3.8 27B (thinking on) · House of Baeryeom · view 3 of 4 · score 0.574Qwen3.8 27B (thinking on) · House of Baeryeom · view 4 of 4 · score 0.574

Medieval Big Farm Town

0.630Detailed 0.467 · Overview 0.577 · Physical 0.949$1.16All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Qwen3.8 27B (thinking on) · Medieval Big Farm Town · view 1 of 4 · score 0.630Qwen3.8 27B (thinking on) · Medieval Big Farm Town · view 2 of 4 · score 0.630Qwen3.8 27B (thinking on) · Medieval Big Farm Town · view 3 of 4 · score 0.630Qwen3.8 27B (thinking on) · Medieval Big Farm Town · view 4 of 4 · score 0.630

Medieval Buildings

0.646Detailed 0.690 · Overview 0.569 · Physical 0.832$0.92All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Qwen3.8 27B (thinking on) · Medieval Buildings · view 1 of 4 · score 0.646Qwen3.8 27B (thinking on) · Medieval Buildings · view 2 of 4 · score 0.646Qwen3.8 27B (thinking on) · Medieval Buildings · view 3 of 4 · score 0.646Qwen3.8 27B (thinking on) · Medieval Buildings · view 4 of 4 · score 0.646

Nordic Harbour

0.739Detailed 0.529 · Overview 0.740 · Physical 0.945$1.40All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Qwen3.8 27B (thinking on) · Nordic Harbour · view 1 of 4 · score 0.739Qwen3.8 27B (thinking on) · Nordic Harbour · view 2 of 4 · score 0.739Qwen3.8 27B (thinking on) · Nordic Harbour · view 3 of 4 · score 0.739Qwen3.8 27B (thinking on) · Nordic Harbour · view 4 of 4 · score 0.739

Paris

0.668Detailed 0.431 · Overview 0.706 · Physical 0.789$1.26All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Qwen3.8 27B (thinking on) · Paris · view 1 of 4 · score 0.668Qwen3.8 27B (thinking on) · Paris · view 2 of 4 · score 0.668Qwen3.8 27B (thinking on) · Paris · view 3 of 4 · score 0.668Qwen3.8 27B (thinking on) · Paris · view 4 of 4 · score 0.668

Post-Apocalyptic Stylized Market

0.515Detailed 0.554 · Overview 0.368 · Physical 0.919$1.15All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Qwen3.8 27B (thinking on) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.515Qwen3.8 27B (thinking on) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.515Qwen3.8 27B (thinking on) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.515Qwen3.8 27B (thinking on) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.515

Ruins

0.525Detailed 0.499 · Overview 0.375 · Physical 1.000$0.55All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Qwen3.8 27B (thinking on) · Ruins · view 1 of 4 · score 0.525Qwen3.8 27B (thinking on) · Ruins · view 2 of 4 · score 0.525Qwen3.8 27B (thinking on) · Ruins · view 3 of 4 · score 0.525Qwen3.8 27B (thinking on) · Ruins · view 4 of 4 · score 0.525

Sci-Fi Environment Offworld

0.718Detailed 0.512 · Overview 0.692 · Physical 1.000$0.38All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Qwen3.8 27B (thinking on) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.718Qwen3.8 27B (thinking on) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.718Qwen3.8 27B (thinking on) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.718Qwen3.8 27B (thinking on) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.718

New York Street

0.376Detailed 0.353 · Overview 0.265 · Physical 0.729$0.36All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Qwen3.8 27B (thinking on) · New York Street · view 1 of 4 · score 0.376Qwen3.8 27B (thinking on) · New York Street · view 2 of 4 · score 0.376Qwen3.8 27B (thinking on) · New York Street · view 3 of 4 · score 0.376Qwen3.8 27B (thinking on) · New York Street · view 4 of 4 · score 0.376

Stylized Elven Valley

0.781Detailed 0.852 · Overview 0.701 · Physical 0.950$0.57All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Qwen3.8 27B (thinking on) · Stylized Elven Valley · view 1 of 4 · score 0.781Qwen3.8 27B (thinking on) · Stylized Elven Valley · view 2 of 4 · score 0.781Qwen3.8 27B (thinking on) · Stylized Elven Valley · view 3 of 4 · score 0.781Qwen3.8 27B (thinking on) · Stylized Elven Valley · view 4 of 4 · score 0.781

Urban Decay

0.769Detailed 0.650 · Overview 0.874 · Physical 0.574$1.00All agents on this scene →

Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.

Qwen3.8 27B (thinking on) · Urban Decay · view 1 of 4 · score 0.769Qwen3.8 27B (thinking on) · Urban Decay · view 2 of 4 · score 0.769Qwen3.8 27B (thinking on) · Urban Decay · view 3 of 4 · score 0.769Qwen3.8 27B (thinking on) · Urban Decay · view 4 of 4 · score 0.769

Winter Town

0.562Detailed 0.361 · Overview 0.580 · Physical 0.710$0.74All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Qwen3.8 27B (thinking on) · Winter Town · view 1 of 4 · score 0.562Qwen3.8 27B (thinking on) · Winter Town · view 2 of 4 · score 0.562Qwen3.8 27B (thinking on) · Winter Town · view 3 of 4 · score 0.562Qwen3.8 27B (thinking on) · Winter Town · view 4 of 4 · score 0.562
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Step 5 Preview (max)

StepFun · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank33 of 34
Score0.503
Detailed0.456
Overview0.496
Physical0.569
Median cost$3.82

Abandoned Psychiatric Hospital

0.475Detailed 0.497 · Overview 0.435 · Physical 0.574$7.30All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Step 5 Preview (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.475Step 5 Preview (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.475Step 5 Preview (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.475Step 5 Preview (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.475

Blue City

0.738Detailed 0.514 · Overview 0.832 · Physical 0.684$2.52All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Step 5 Preview (max) · Blue City · view 1 of 4 · score 0.738Step 5 Preview (max) · Blue City · view 2 of 4 · score 0.738Step 5 Preview (max) · Blue City · view 3 of 4 · score 0.738Step 5 Preview (max) · Blue City · view 4 of 4 · score 0.738

Castle River

0.517Detailed 0.586 · Overview 0.533 · Physical 0.402$4.38All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Step 5 Preview (max) · Castle River · view 1 of 4 · score 0.517Step 5 Preview (max) · Castle River · view 2 of 4 · score 0.517Step 5 Preview (max) · Castle River · view 3 of 4 · score 0.517Step 5 Preview (max) · Castle River · view 4 of 4 · score 0.517

Cyberpunk

0.623Detailed 0.316 · Overview 0.765 · Physical 0.502$6.67All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Step 5 Preview (max) · Cyberpunk · view 1 of 4 · score 0.623Step 5 Preview (max) · Cyberpunk · view 2 of 4 · score 0.623Step 5 Preview (max) · Cyberpunk · view 3 of 4 · score 0.623Step 5 Preview (max) · Cyberpunk · view 4 of 4 · score 0.623

Egyptian Temple

0.773Detailed 0.712 · Overview 0.781 · Physical 0.812$2.44All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Step 5 Preview (max) · Egyptian Temple · view 1 of 4 · score 0.773Step 5 Preview (max) · Egyptian Temple · view 2 of 4 · score 0.773Step 5 Preview (max) · Egyptian Temple · view 3 of 4 · score 0.773Step 5 Preview (max) · Egyptian Temple · view 4 of 4 · score 0.773

European Street

0.594Detailed 0.563 · Overview 0.543 · Physical 0.781$8.48All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Step 5 Preview (max) · European Street · view 1 of 4 · score 0.594Step 5 Preview (max) · European Street · view 2 of 4 · score 0.594Step 5 Preview (max) · European Street · view 3 of 4 · score 0.594Step 5 Preview (max) · European Street · view 4 of 4 · score 0.594

Factory Environment

0.800Detailed 0.853 · Overview 0.791 · Physical 0.773$6.04All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Step 5 Preview (max) · Factory Environment · view 1 of 4 · score 0.800Step 5 Preview (max) · Factory Environment · view 2 of 4 · score 0.800Step 5 Preview (max) · Factory Environment · view 3 of 4 · score 0.800Step 5 Preview (max) · Factory Environment · view 4 of 4 · score 0.800

Hong Kong

0.674Detailed 0.538 · Overview 0.788 · Physical 0.470$8.09All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Step 5 Preview (max) · Hong Kong · view 1 of 4 · score 0.674Step 5 Preview (max) · Hong Kong · view 2 of 4 · score 0.674Step 5 Preview (max) · Hong Kong · view 3 of 4 · score 0.674Step 5 Preview (max) · Hong Kong · view 4 of 4 · score 0.674

House of Baeryeom

0.809Detailed 0.609 · Overview 0.832 · Physical 0.941$5.90All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Step 5 Preview (max) · House of Baeryeom · view 1 of 4 · score 0.809Step 5 Preview (max) · House of Baeryeom · view 2 of 4 · score 0.809Step 5 Preview (max) · House of Baeryeom · view 3 of 4 · score 0.809Step 5 Preview (max) · House of Baeryeom · view 4 of 4 · score 0.809

Medieval Big Farm Town

0.587Detailed 0.625 · Overview 0.604 · Physical 0.498$2.62All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Step 5 Preview (max) · Medieval Big Farm Town · view 1 of 4 · score 0.587Step 5 Preview (max) · Medieval Big Farm Town · view 2 of 4 · score 0.587Step 5 Preview (max) · Medieval Big Farm Town · view 3 of 4 · score 0.587Step 5 Preview (max) · Medieval Big Farm Town · view 4 of 4 · score 0.587

Medieval Buildings

0.730Detailed 0.706 · Overview 0.761 · Physical 0.661$4.16All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Step 5 Preview (max) · Medieval Buildings · view 1 of 4 · score 0.730Step 5 Preview (max) · Medieval Buildings · view 2 of 4 · score 0.730Step 5 Preview (max) · Medieval Buildings · view 3 of 4 · score 0.730Step 5 Preview (max) · Medieval Buildings · view 4 of 4 · score 0.730

Nordic Harbour

0.290Detailed 0.266 · Overview 0.148 · Physical 0.739$0.49All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Step 5 Preview (max) · Nordic Harbour · view 1 of 4 · score 0.290Step 5 Preview (max) · Nordic Harbour · view 2 of 4 · score 0.290Step 5 Preview (max) · Nordic Harbour · view 3 of 4 · score 0.290Step 5 Preview (max) · Nordic Harbour · view 4 of 4 · score 0.290

Paris

0.266Detailed 0.201 · Overview 0.184 · Physical 0.577$5.71All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Step 5 Preview (max) · Paris · view 1 of 4 · score 0.266Step 5 Preview (max) · Paris · view 2 of 4 · score 0.266Step 5 Preview (max) · Paris · view 3 of 4 · score 0.266Step 5 Preview (max) · Paris · view 4 of 4 · score 0.266

Post-Apocalyptic Stylized Market

0.721Detailed 0.600 · Overview 0.687 · Physical 0.944$5.62All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Step 5 Preview (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.721Step 5 Preview (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.721Step 5 Preview (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.721Step 5 Preview (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.721

Ruins

0.013Detailed 0.069 · Overview 0.000 · Physical 0.000$0.19All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Step 5 Preview (max) · Ruins · view 1 of 4 · score 0.013Step 5 Preview (max) · Ruins · view 2 of 4 · score 0.013Step 5 Preview (max) · Ruins · view 3 of 4 · score 0.013Step 5 Preview (max) · Ruins · view 4 of 4 · score 0.013

Sci-Fi Environment Offworld

0.492Detailed 0.700 · Overview 0.268 · Physical 0.957$2.95All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Step 5 Preview (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.492Step 5 Preview (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.492Step 5 Preview (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.492Step 5 Preview (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.492

New York Street

0.601Detailed 0.464 · Overview 0.657 · Physical 0.571$3.48All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Step 5 Preview (max) · New York Street · view 1 of 4 · score 0.601Step 5 Preview (max) · New York Street · view 2 of 4 · score 0.601Step 5 Preview (max) · New York Street · view 3 of 4 · score 0.601Step 5 Preview (max) · New York Street · view 4 of 4 · score 0.601

Stylized Elven Valley

0.345Detailed 0.279 · Overview 0.315 · Physical 0.500$1.81All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Step 5 Preview (max) · Stylized Elven Valley · view 1 of 4 · score 0.345Step 5 Preview (max) · Stylized Elven Valley · view 2 of 4 · score 0.345Step 5 Preview (max) · Stylized Elven Valley · view 3 of 4 · score 0.345Step 5 Preview (max) · Stylized Elven Valley · view 4 of 4 · score 0.345

Winter Town

0.006Detailed 0.030 · Overview 0.000 · Physical 0.000$0.25All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Step 5 Preview (max) · Winter Town · view 1 of 4 · score 0.006Step 5 Preview (max) · Winter Town · view 2 of 4 · score 0.006Step 5 Preview (max) · Winter Town · view 3 of 4 · score 0.006Step 5 Preview (max) · Winter Town · view 4 of 4 · score 0.006
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StepFun · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.

Rank34 of 35
Score0.503
Detailed0.456
Overview0.496
Physical0.569
Median cost$3.82

Abandoned Psychiatric Hospital

0.475Detailed 0.497 · Overview 0.435 · Physical 0.574$7.30All agents on this scene →

Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.

Step 5 Preview (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.475Step 5 Preview (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.475Step 5 Preview (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.475Step 5 Preview (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.475

Blue City

0.738Detailed 0.514 · Overview 0.832 · Physical 0.684$2.52All agents on this scene →

Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.

Step 5 Preview (max) · Blue City · view 1 of 4 · score 0.738Step 5 Preview (max) · Blue City · view 2 of 4 · score 0.738Step 5 Preview (max) · Blue City · view 3 of 4 · score 0.738Step 5 Preview (max) · Blue City · view 4 of 4 · score 0.738

Castle River

0.517Detailed 0.586 · Overview 0.533 · Physical 0.402$4.38All agents on this scene →

Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.

Step 5 Preview (max) · Castle River · view 1 of 4 · score 0.517Step 5 Preview (max) · Castle River · view 2 of 4 · score 0.517Step 5 Preview (max) · Castle River · view 3 of 4 · score 0.517Step 5 Preview (max) · Castle River · view 4 of 4 · score 0.517

Cyberpunk

0.623Detailed 0.316 · Overview 0.765 · Physical 0.502$6.67All agents on this scene →

Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.

Step 5 Preview (max) · Cyberpunk · view 1 of 4 · score 0.623Step 5 Preview (max) · Cyberpunk · view 2 of 4 · score 0.623Step 5 Preview (max) · Cyberpunk · view 3 of 4 · score 0.623Step 5 Preview (max) · Cyberpunk · view 4 of 4 · score 0.623

Egyptian Temple

0.773Detailed 0.712 · Overview 0.781 · Physical 0.812$2.44All agents on this scene →

Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.

Step 5 Preview (max) · Egyptian Temple · view 1 of 4 · score 0.773Step 5 Preview (max) · Egyptian Temple · view 2 of 4 · score 0.773Step 5 Preview (max) · Egyptian Temple · view 3 of 4 · score 0.773Step 5 Preview (max) · Egyptian Temple · view 4 of 4 · score 0.773

European Street

0.594Detailed 0.563 · Overview 0.543 · Physical 0.781$8.48All agents on this scene →

Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.

Step 5 Preview (max) · European Street · view 1 of 4 · score 0.594Step 5 Preview (max) · European Street · view 2 of 4 · score 0.594Step 5 Preview (max) · European Street · view 3 of 4 · score 0.594Step 5 Preview (max) · European Street · view 4 of 4 · score 0.594

Factory Environment

0.800Detailed 0.853 · Overview 0.791 · Physical 0.773$6.04All agents on this scene →

Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.

Step 5 Preview (max) · Factory Environment · view 1 of 4 · score 0.800Step 5 Preview (max) · Factory Environment · view 2 of 4 · score 0.800Step 5 Preview (max) · Factory Environment · view 3 of 4 · score 0.800Step 5 Preview (max) · Factory Environment · view 4 of 4 · score 0.800

Hong Kong

0.674Detailed 0.538 · Overview 0.788 · Physical 0.470$8.09All agents on this scene →

Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.

Step 5 Preview (max) · Hong Kong · view 1 of 4 · score 0.674Step 5 Preview (max) · Hong Kong · view 2 of 4 · score 0.674Step 5 Preview (max) · Hong Kong · view 3 of 4 · score 0.674Step 5 Preview (max) · Hong Kong · view 4 of 4 · score 0.674

House of Baeryeom

0.809Detailed 0.609 · Overview 0.832 · Physical 0.941$5.90All agents on this scene →

Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.

Step 5 Preview (max) · House of Baeryeom · view 1 of 4 · score 0.809Step 5 Preview (max) · House of Baeryeom · view 2 of 4 · score 0.809Step 5 Preview (max) · House of Baeryeom · view 3 of 4 · score 0.809Step 5 Preview (max) · House of Baeryeom · view 4 of 4 · score 0.809

Medieval Big Farm Town

0.587Detailed 0.625 · Overview 0.604 · Physical 0.498$2.62All agents on this scene →

Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.

Step 5 Preview (max) · Medieval Big Farm Town · view 1 of 4 · score 0.587Step 5 Preview (max) · Medieval Big Farm Town · view 2 of 4 · score 0.587Step 5 Preview (max) · Medieval Big Farm Town · view 3 of 4 · score 0.587Step 5 Preview (max) · Medieval Big Farm Town · view 4 of 4 · score 0.587

Medieval Buildings

0.730Detailed 0.706 · Overview 0.761 · Physical 0.661$4.16All agents on this scene →

Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.

Step 5 Preview (max) · Medieval Buildings · view 1 of 4 · score 0.730Step 5 Preview (max) · Medieval Buildings · view 2 of 4 · score 0.730Step 5 Preview (max) · Medieval Buildings · view 3 of 4 · score 0.730Step 5 Preview (max) · Medieval Buildings · view 4 of 4 · score 0.730

Nordic Harbour

0.290Detailed 0.266 · Overview 0.148 · Physical 0.739$0.49All agents on this scene →

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

Step 5 Preview (max) · Nordic Harbour · view 1 of 4 · score 0.290Step 5 Preview (max) · Nordic Harbour · view 2 of 4 · score 0.290Step 5 Preview (max) · Nordic Harbour · view 3 of 4 · score 0.290Step 5 Preview (max) · Nordic Harbour · view 4 of 4 · score 0.290

Paris

0.266Detailed 0.201 · Overview 0.184 · Physical 0.577$5.71All agents on this scene →

Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.

Step 5 Preview (max) · Paris · view 1 of 4 · score 0.266Step 5 Preview (max) · Paris · view 2 of 4 · score 0.266Step 5 Preview (max) · Paris · view 3 of 4 · score 0.266Step 5 Preview (max) · Paris · view 4 of 4 · score 0.266

Post-Apocalyptic Stylized Market

0.721Detailed 0.600 · Overview 0.687 · Physical 0.944$5.62All agents on this scene →

Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.

Step 5 Preview (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.721Step 5 Preview (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.721Step 5 Preview (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.721Step 5 Preview (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.721

Ruins

0.013Detailed 0.069 · Overview 0.000 · Physical 0.000$0.19All agents on this scene →

Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.

Step 5 Preview (max) · Ruins · view 1 of 4 · score 0.013Step 5 Preview (max) · Ruins · view 2 of 4 · score 0.013Step 5 Preview (max) · Ruins · view 3 of 4 · score 0.013Step 5 Preview (max) · Ruins · view 4 of 4 · score 0.013

Sci-Fi Environment Offworld

0.492Detailed 0.700 · Overview 0.268 · Physical 0.957$2.95All agents on this scene →

Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.

Step 5 Preview (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.492Step 5 Preview (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.492Step 5 Preview (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.492Step 5 Preview (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.492

New York Street

0.601Detailed 0.464 · Overview 0.657 · Physical 0.571$3.48All agents on this scene →

Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.

Step 5 Preview (max) · New York Street · view 1 of 4 · score 0.601Step 5 Preview (max) · New York Street · view 2 of 4 · score 0.601Step 5 Preview (max) · New York Street · view 3 of 4 · score 0.601Step 5 Preview (max) · New York Street · view 4 of 4 · score 0.601

Stylized Elven Valley

0.345Detailed 0.279 · Overview 0.315 · Physical 0.500$1.81All agents on this scene →

Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.

Step 5 Preview (max) · Stylized Elven Valley · view 1 of 4 · score 0.345Step 5 Preview (max) · Stylized Elven Valley · view 2 of 4 · score 0.345Step 5 Preview (max) · Stylized Elven Valley · view 3 of 4 · score 0.345Step 5 Preview (max) · Stylized Elven Valley · view 4 of 4 · score 0.345

Winter Town

0.006Detailed 0.030 · Overview 0.000 · Physical 0.000$0.25All agents on this scene →

Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.

Step 5 Preview (max) · Winter Town · view 1 of 4 · score 0.006Step 5 Preview (max) · Winter Town · view 2 of 4 · score 0.006Step 5 Preview (max) · Winter Town · view 3 of 4 · score 0.006Step 5 Preview (max) · Winter Town · view 4 of 4 · score 0.006
diff --git a/index.html b/index.html index 5fa7efaf938aeae1b9dd0714d9a62333fe548ef6..6646db4e82b04bc82f4e66f9f2eb497c842419a2 100644 --- a/index.html +++ b/index.html @@ -23,15 +23,15 @@ svg.ch .dim{opacity:.42}svg.ch g.row:hover{opacity:1}svg.ch .hot{fill:var(--c4s-

Constructing
3D Scenes with Code

Benchmarking coding agents that turn open-ended scene descriptions into engine-native 3D scenes in Unreal Engine. Measuring spatial reasoning, task fulfillment and physical validity.

Task Format

Nordic Harbour · Text-to-Scene

An open-ended scene description, an asset catalog and the Unreal Engine editor.

Agent inputText + assets
Task instruction

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks.

Townhouses, canals, bridges and a waterfront promenade — with detailed requirements for materials, layout and street furniture.

Given: an empty level and the content pack’s asset catalog.

EvaluationEngine-native scene
CASE SCORE0.877
Detailed Alignment
0.757
Overview Alignment
0.909
Physical Safety
0.900

Task fulfillment, artifact integrity and static physical validity.

0.2 × Detailed + 0.6 × Overview + 0.2 × Physical

+ Full task instructionTEXT-TO-SCENE

Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.

20 scenes in the Research Track: affordable, reproducible evaluation for academic and model-development use160 scenes in the Full Benchmark: comprehensive evaluation for leaderboard and final reporting

Leaderboard

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Research Track · 20 scenes · 34 coding-agent configurations · re-run in October 2026.

Text-to-scene generation with frontier models is a long-horizon agentic task with substantial inference cost and runtime, which makes repeated full-scale evaluation difficult for many research groups. The Research Track supports affordable, reproducible experimentation; the Full Benchmark provides the more comprehensive evaluation for final model comparison and leaderboard reporting.

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Code4Scene Text-to-Scene

20 scenes · score out of 10075 scenes · score out of 100

Swipe to view every configuration →

Sorted by score. Bar labels are scores ×100, rounded down; the table truncates to three decimal places. One color per model provider.

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Research Track · 20 scenes · 35 coding-agent configurations · re-run in October 2026.

Text-to-scene generation with frontier models is a long-horizon agentic task with substantial inference cost and runtime, which makes repeated full-scale evaluation difficult for many research groups. The Research Track supports affordable, reproducible experimentation; the Full Benchmark provides the more comprehensive evaluation for final model comparison and leaderboard reporting.

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Code4Scene Text-to-Scene

20 scenes · score out of 10075 scenes · score out of 100

Swipe to view every configuration →

Sorted by score. Bar labels are scores ×100, rounded down; the table truncates to three decimal places. One color per model provider.

Code4Scene Pareto Frontier

Quality against the median cost of one case · Text-to-Scene, 20 scenes

Swipe to explore all configurations →

Solid: the frontier — nothing cheaper scores higher. One point per configuration, at its evaluated reasoning effort. Cost is the median USD per case. Crouton Alpha (max) has no point: its agent records no token usage. Kimi K3.1 Pro (max) is sold by subscription; cost = the token counts its CLI logs, at Kimi K3.1 Pro's OpenRouter list price ($2 input, $0.20 cached input, $10 output per million). Muse Wonder Full 1.0 (max) is sold by subscription; cost = the token counts its CLI logs, at Muse Wonder's per-token list price. Kimi K3 (max) is sold by subscription; cost = the token counts its CLI logs, at Kimi K3's OpenRouter list price ($0.239 input, $0.21 cached input, $10.8 output per million). Muse Spark 1.3 (max) is sold by subscription; cost = the token counts its CLI logs, at Muse Spark 1.3's per-token list price. Muse Ember 1.0 (max) is sold by subscription; cost = the token counts its CLI logs, at Muse Ember 1.0's OpenRouter list price ($0.10 input, $0.004 cached input, $0.50 output per million). Muse Wonder 1.0 (max) is sold by subscription; cost = the token counts its CLI logs, at its per-token list price. Qwen3.8 27B (thinking on) is self-hosted; cost = the token counts its agent logs, at Qwen3.8 27B's OpenRouter list price ($0.04 input, $1.35 output per million). Gemma 4 31B (thinking off) is self-hosted; cost = the token counts its agent logs, at Gemma 4 31B's OpenRouter list price ($0.20 input, $0.40 output per million). Gemma 4 31B (thinking on) is self-hosted; cost = the token counts its agent logs, at Gemma 4 31B's OpenRouter list price ($0.20 input, $0.40 output per million). Qwen3.8 27B (thinking off) is self-hosted; cost = the token counts its agent logs, at Qwen3.8 27B's OpenRouter list price ($0.24 input, $2.2 output per million).

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34 configurations
Ranking

Research Track, 20 scenes, re-run in October 2026 with every agent in the same sandbox. Case score = 0.2 × Detailed + 0.6 × Overview + 0.2 × Physical; a case without a valid scene scores 0. Detailed, Overview and Physical are means of the per-case scores. Cost is the median per case. *Kimi K3.1 Pro (max) is sold by subscription; cost = the token counts its CLI logs, at Kimi K3.1 Pro's OpenRouter list price ($2 input, $0.20 cached input, $10 output per million). *Muse Wonder Full 1.0 (max) is sold by subscription; cost = the token counts its CLI logs, at Muse Wonder's per-token list price. *Kimi K3 (max) is sold by subscription; cost = the token counts its CLI logs, at Kimi K3's OpenRouter list price ($0.239 input, $0.21 cached input, $10.8 output per million). *Muse Spark 1.3 (max) is sold by subscription; cost = the token counts its CLI logs, at Muse Spark 1.3's per-token list price. *Muse Ember 1.0 (max) is sold by subscription; cost = the token counts its CLI logs, at Muse Ember 1.0's OpenRouter list price ($0.10 input, $0.004 cached input, $0.50 output per million). *Muse Wonder 1.0 (max) is sold by subscription; cost = the token counts its CLI logs, at its per-token list price. *Qwen3.8 27B (thinking on) is self-hosted; cost = the token counts its agent logs, at Qwen3.8 27B's OpenRouter list price ($0.04 input, $1.35 output per million). *Gemma 4 31B (thinking off) is self-hosted; cost = the token counts its agent logs, at Gemma 4 31B's OpenRouter list price ($0.20 input, $0.40 output per million). *Gemma 4 31B (thinking on) is self-hosted; cost = the token counts its agent logs, at Gemma 4 31B's OpenRouter list price ($0.20 input, $0.40 output per million). *Qwen3.8 27B (thinking off) is self-hosted; cost = the token counts its agent logs, at Qwen3.8 27B's OpenRouter list price ($0.24 input, $2.2 output per million).

#Agent configurationScoreDetailedOverviewPhysicalMedian cost
1Claude Sonnet 5.5 (max)ParetoAnthropic
0.837
0.8030.8120.945$26.93
2Claude Opus 5.5 (max)ParetoAnthropic
0.832
0.7630.8180.943$26.90
3Claude Fable 5.1 (max)ParetoAnthropic
0.800
0.7460.7560.983$23.42
4GPT-6 Astra (max)ParetoOpenAI
0.790
0.7600.8110.759$14.25
5GPT-6.1 Sol (max)ParetoOpenAI
0.784
0.7420.7780.845$2.59
6Gemini 4 Argon (high)Google
0.777
0.6880.7560.930$4.83
7GPT-6.1 Terra (max)ParetoOpenAI
0.756
0.7260.7500.802$1.43
8DeepSeek V4.1 Flash 1017 (max)open weightsParetoDeepSeek
0.750
0.6380.7630.824$0.96
9GPT-5.6 Sol (max)OpenAI
0.738
0.6480.7190.886$6.87
10Kimi K3.1 Pro (max)open weightsMoonshot AI
0.735
0.6790.7170.845$4.82*
11Hy4 (max)open weightsTencent
0.719
0.6650.7330.731$1.32
12Claude Haiku 5.5 (max)Anthropic
0.718
0.6520.6670.937$2.43
13Muse Wonder Full 1.0 (max)Meta
0.715
0.6660.6960.819$3.66*
14Kimi K3 (max)Moonshot AI
0.714
0.6760.6860.837$6.23*
15Grok 4.7 (xhigh)xAI
0.700
0.6910.6860.751$3.98
16Grok 4.6 (xhigh)xAI
0.696
0.6430.7170.689$7.41
17Muse Spark 1.3 (max)Meta
0.696
0.6410.6670.839$3.24*
18Gemini 3.8 Flash (high)Google
0.694
0.5780.6620.905$3.85
19GPT-5.6 Terra (max)OpenAI
0.688
0.6410.6660.801$2.90
20GPT-6 Luna (max)ParetoOpenAI
0.688
0.6060.6660.834$0.16
21Muse Ember 1.0 (max)ParetoMeta
0.664
0.6270.6180.839$0.09*
22GLM-5.3 Flash (max)open weightsZ.ai
0.663
0.6130.6680.699$0.94
23Muse Wonder 1.0 (max)Meta
0.644
0.6090.6200.753$2.17*
24MiMo V2.6 Pro (max)open weightsXiaomi
0.632
0.5720.6150.745$0.92
25GPT-5.6 Luna (max)OpenAI
0.630
0.5850.6040.750$0.16
26Crouton Alpha (max)Stealth
0.617
0.5260.6080.736–
27Muse Spark Open (max)open weightsMeta
0.611
0.5830.5910.700$2.01
28Qwen3.8 27B (thinking on)open weightsAlibaba
0.571
0.5080.5240.778$0.90*
29Gemma 4 31B (thinking off)open weightsParetoGoogle
0.553
0.4870.5070.755$0.04*
30Nemotron 3.5 Super VL (max)open weightsNVIDIA
0.520
0.4680.4590.756$0.14
31Gemma 4 31B (thinking on)open weightsGoogle
0.517
0.4480.4690.731$0.06*
32Qwen3.8 27B (thinking off)open weightsAlibaba
0.514
0.5000.4520.716$0.75*
33Step 5 Preview (max)open weightsStepFun
0.503
0.4560.4960.569$3.82
34DeepSeek V4.1 Flash (max)open weightsDeepSeek
0.371
0.3570.3240.526$0.35

75 public cases (25 indoor, 50 outdoor). Case score = 0.8 × Repair F1 + 0.2 × Physical. Repair F1 counts target actors restored to the withheld ground truth.

#Agent configurationScoreRepair F1PhysicalIndoorOutdoorCost / case
1Gemini 3.8 Flash (high)ParetoGoogle
0.581
0.5270.7960.7170.513$1.35
2GPT-6 Astra (max)OpenAI
0.515
0.4450.7960.7850.380$3.32
3Claude Opus 5 (max)Anthropic
0.468
0.3890.7860.6180.393$4.46
4Claude Fable 5.1 (max)Anthropic
0.424
0.3320.7950.5350.369$3.09
5GPT-5.6 Sol (high)OpenAI
0.393
0.3190.6890.4970.341$1.88
6Muse Spark 1.3 (medium)ParetoMeta
0.358
0.2460.8070.6330.221$0.07
7GLM-5.3 Flash (max)open weightsZ.ai
0.320
0.1880.8480.4650.247$0.09
8Qwen 3.8 27B (thinking on)open weightsAlibaba
0.226
0.1180.6600.2970.191$0.26
9DeepSeek V4.1 Flash (high)open weightsParetoDeepSeek
0.210
0.0660.7870.1890.221$0.05
10Qwen 3.8 27B (thinking off)open weightsAlibaba
0.200
0.0830.6670.2660.166$0.28
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