S10 Map Exploration

Controlled A/B camera experiments off the locked Season 10 master plate, rendered locally at LTX-2.5 Q5_K_M on 127.0.0.1:8189. Newest first. Hover a card to see its first frame; click to play the clip. Every row is append-only and hash-chained — nothing here is retouched after it is written.

27clips
15/15regions
106savg / clip
3096 MBavg VRAM held
0contended retries
15/15in Composer
last frame — The Tower first frame #35

The Tower step_in

testing pace=decelerating

Against seq 1 (same region, same seed, baseline): does pace=decelerating leave the FINAL frame sharp enough to serve as a child plate, without shortening the push?

camera
low/deep/forward/wide/decelerating
seed
20260904
render
132.5s
VRAM held
2431 MB
region
8e3b0327-080d-4340-9766-7d78fbe7af4c
md5
330888ccc13395272d570b81cc60c755
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 18 degrees to the left of the camera's starting axis, toward a point far off near the horizon line, roughly 87% of the way there. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The move begins at pace and eases as it settles into its final framing. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Piatrice casting truck first frame #34

Piatrice casting truck portal

BASELINE

Baseline camera (low + deep push) reaches Piatrice casting truck with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260919
render
97.2s
VRAM held
2414 MB
region
d7c4ccc0-26fb-49d4-bfa7-731a83bbe041
md5
d4dfdd308bea917751054d869ae064e1
composer
3a1cdd15-2be5-41ba-9ac7-f7ad49a34c00
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 8 degrees to the right of the camera's starting axis, toward a point in the near ground, only about 43% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Gate first frame #33

The Gate step_in

BASELINE

Baseline camera (low + deep push) reaches The Gate with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260918
render
92.2s
VRAM held
2393 MB
region
db0e450c-1e4e-43d2-abcb-4424e5362e70
md5
4a5d0d42348f9f7dacd16b04dea9343c
composer
476983cf-af1b-4e4e-a8fb-c45146334cc0
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 40 degrees to the left of the camera's starting axis, toward a point in the near ground, only about 22% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Long Road first frame #32

The Long Road step_in

BASELINE

Baseline camera (low + deep push) reaches The Long Road with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260917
render
92.9s
VRAM held
2423 MB
region
453a2143-a9d8-4864-a6ca-b7fbf6a8fe1e
md5
2b4e789eff58b707bb90183bc789b08c
composer
78e8d93c-37a4-4e89-9bbf-02f542195f5d
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 4 degrees to the left of the camera's starting axis, toward a point in the near ground, only about 18% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Motor Pool first frame #31

Motor Pool step_in

BASELINE

Baseline camera (low + deep push) reaches Motor Pool with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260916
render
92.4s
VRAM held
2357 MB
region
336e3401-cda8-4a2e-8a23-25a81f2dfc00
md5
275a6525c4375c0d0be0ffbe0f0a8273
composer
0f83ffd9-9f48-40d1-bd23-517f27bb5a7f
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 31 degrees to the right of the camera's starting axis, toward a point in the near ground, only about 42% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — OB Trucks first frame #30

OB Trucks step_in

BASELINE

Baseline camera (low + deep push) reaches OB Trucks with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260915
render
97.3s
VRAM held
2386 MB
region
a35b3627-7727-4e3c-aa31-d96a751dac15
md5
81dd4bcf19389f147d35111518b9f772
composer
2cef0ed4-d0f8-4263-9ede-573142e64a93
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 16 degrees to the right of the camera's starting axis, toward a point in the middle ground, roughly 50% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Trailers first frame #29

Trailers step_in

BASELINE

Baseline camera (low + deep push) reaches Trailers with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260914
render
97.4s
VRAM held
2418 MB
region
1a50fabb-acf4-46b2-8e45-8b09f74c65be
md5
7d078288b9e5a7a2a1427a4bb75b6205
composer
276aaeb4-4e66-4071-ad88-7edd4e2f2cae
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 32 degrees to the left of the camera's starting axis, toward a point in the near ground, only about 44% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Blacks first frame #28

The Blacks step_in

BASELINE

Baseline camera (low + deep push) reaches The Blacks with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260913
render
97.3s
VRAM held
2392 MB
region
ad08db78-2295-4160-9eb5-591277f20a55
md5
36faa3446a8326f6586fb2e3de25c8ef
composer
873df7de-e8c2-4d5c-a9f3-d70aad85d61b
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 41 degrees to the right of the camera's starting axis, toward a point in the middle ground, roughly 58% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Marquee first frame #27

The Marquee step_in

BASELINE

Baseline camera (low + deep push) reaches The Marquee with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260912
render
97.7s
VRAM held
2441 MB
region
d469eab4-cb2b-4471-a1e7-6de3df57c6bc
md5
f7874598bf65ef06b077bb9ee6103ec2
composer
24abee59-ddd7-44a8-a05e-89665727205a
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 35 degrees to the right of the camera's starting axis, toward a point in the middle ground, roughly 64% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Sun Deck first frame #26

Sun Deck step_in

BASELINE

Baseline camera (low + deep push) reaches Sun Deck with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260911
render
98.2s
VRAM held
2365 MB
region
219b8377-1ec2-49dd-9b30-4c43a67f19de
md5
dc993019a33f57110324b3cb5cd4e98a
composer
7a5f3445-8aba-4328-a3d0-ae89593f2dbe
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 15 degrees to the left of the camera's starting axis, toward a point in the middle ground, roughly 56% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Pool first frame #25

The Pool step_in

BASELINE

Baseline camera (low + deep push) reaches The Pool with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260910
render
37.3s
VRAM held
2828 MB
region
5cb9b023-8e53-4c4a-a59d-5bf9abbfed05
md5
6d7384dcc5b30ceffe554eea703740c7
composer
1027933e-cf15-4e7d-a65e-501ef043e428
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 9 degrees to the left of the camera's starting axis, toward a point in the middle ground, roughly 53% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Bungalows first frame #24

Bungalows step_in

BASELINE

Baseline camera (low + deep push) reaches Bungalows with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260909
render
5.4s
VRAM held
2384 MB
region
c331218c-b35c-4ec6-8259-57174ed46398
md5
bb0f9020d1cb90a1f85f52803a22a589
composer
4baf9ea4-659c-4720-aa30-84b5b67bc331
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 5 degrees to the right of the camera's starting axis, toward a point in the middle ground, roughly 66% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Gazebo first frame #23

The Gazebo step_in

BASELINE

Baseline camera (low + deep push) reaches The Gazebo with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260908
render
136s
VRAM held
2371 MB
region
5adf2d1b-dcee-40e5-ad63-fc947cb4cf87
md5
7ff52e92b463a30057c4f592c93c2ad0
composer
1fde46b2-0a7c-4c5d-9ca2-c81e72e3c952
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 13 degrees to the right of the camera's starting axis, toward a point in the middle ground, roughly 63% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Heart Arch first frame #22

Heart Arch step_in

BASELINE

Baseline camera (low + deep push) reaches Heart Arch with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260907
render
100.6s
VRAM held
2321 MB
region
5a4ac272-311c-4684-8793-e79092322ad2
md5
31a3d22c72bc0e907dcb5e20a6a37f89
composer
446953fd-2711-4410-8907-36b82cfc147c
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 16 degrees to the left of the camera's starting axis, toward a point in the middle ground, roughly 62% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Main House first frame #21

Main House navigation

BASELINE

Baseline camera (low + deep push) reaches Main House with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260906
render
100.4s
VRAM held
2339 MB
region
6b242a2b-4d96-465c-a86e-05f5b2de1463
md5
e166d24dbf4f5c97a494d5ab277f7006
composer
9ebf791b-1d38-4ce7-9666-230de54127be
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 33 degrees to the left of the camera's starting axis, toward a point in the middle ground, roughly 74% of the way to the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Tower first frame #20

The Tower step_in

BASELINE

Baseline camera (low + deep push) reaches The Tower with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260905
render
95.6s
VRAM held
2339 MB
region
8e3b0327-080d-4340-9766-7d78fbe7af4c
md5
284c79822559a4cef2445bb542d992f6
composer
fd50d6f2-f380-4b5f-a6c0-5e1ecc385bc5
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path bears about 18 degrees to the left of the camera's starting axis, toward a point far off near the horizon line, roughly 87% of the way there. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — OB Trucks first frame #18

OB Trucks step_in

BASELINE

Baseline camera (low + deep push) reaches OB Trucks with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
190.7s
VRAM held
1418 MB
region
a35b3627-7727-4e3c-aa31-d96a751dac15
md5
09663c9f4ab290ba1bb2e4ca698c087b
composer
ce458caf-6ce3-4bcb-98a1-bcf01eec4afc
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads toward the right of the frame, aiming at the middle distance. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Trailers first frame #17

Trailers step_in

BASELINE

Baseline camera (low + deep push) reaches Trailers with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
106s
VRAM held
2306 MB
region
1a50fabb-acf4-46b2-8e45-8b09f74c65be
md5
413955d4b21c5b9daa157ea8ed3a80f8
composer
29020373-1ff7-477c-a091-6d3178d21126
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads toward the left of the frame, aiming at the middle distance. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Blacks first frame #16

The Blacks step_in

BASELINE

Baseline camera (low + deep push) reaches The Blacks with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
5.5s
VRAM held
2362 MB
region
ad08db78-2295-4160-9eb5-591277f20a55
md5
20315172fbac0256b41d48709da14cc9
composer
7579e7df-ce72-4a97-81ab-5d09da158fb4
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads toward the right of the frame, aiming at the middle distance. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Marquee first frame #15

The Marquee step_in

BASELINE

Baseline camera (low + deep push) reaches The Marquee with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
157.5s
VRAM held
2273 MB
region
d469eab4-cb2b-4471-a1e7-6de3df57c6bc
md5
c73da61ad48aee9ce635115f1ae3f6a0
composer
439f18ac-c5b3-4126-a10b-06a9a0855a5d
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads toward the right of the frame, aiming at the middle distance. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Sun Deck first frame #14

Sun Deck step_in

BASELINE

Baseline camera (low + deep push) reaches Sun Deck with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
150.7s
VRAM held
11884 MB
region
219b8377-1ec2-49dd-9b30-4c43a67f19de
md5
2c18c9c044345c278277e8963ac3c35b
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads toward the left of the frame, aiming at the middle distance. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Pool first frame #7

The Pool step_in

BASELINE

Baseline camera (low + deep push) reaches The Pool with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
101s
VRAM held
2912 MB
region
5cb9b023-8e53-4c4a-a59d-5bf9abbfed05
md5
bcbf3bf96dd230a9f32467e8b42c2423
composer
06f22a30-e375-4569-a4c8-69fc01d70c0a
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads straight ahead through the centre of the frame, aiming at the middle distance. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Bungalows first frame #6

Bungalows step_in

BASELINE

Baseline camera (low + deep push) reaches Bungalows with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
100.6s
VRAM held
3006 MB
region
c331218c-b35c-4ec6-8259-57174ed46398
md5
a3b2aba9f01c019fa3c163dbe0e8e7e1
composer
268e2734-8dd3-4f01-845b-b4a93c0b5faf
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads straight ahead through the centre of the frame, aiming at the far distance near the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Gazebo first frame #5

The Gazebo step_in

BASELINE

Baseline camera (low + deep push) reaches The Gazebo with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
100.9s
VRAM held
2871 MB
region
5adf2d1b-dcee-40e5-ad63-fc947cb4cf87
md5
409cb8523b122c853aa261b3209f8b02
composer
b080a9b5-54a0-42d4-9d9d-abb8c392b425
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads straight ahead through the centre of the frame, aiming at the middle distance. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Heart Arch first frame #3

Heart Arch step_in

BASELINE

Baseline camera (low + deep push) reaches Heart Arch with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
227.4s
VRAM held
11141 MB
region
5a4ac272-311c-4684-8793-e79092322ad2
md5
b1ca4444d09ec3ec7465bfe20c547562
composer
cb0dbef2-d50d-4840-a808-82d6e38b9e47
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads toward the left of the frame, aiming at the middle distance. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — Main House first frame #2

Main House navigation

BASELINE

Baseline camera (low + deep push) reaches Main House with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
82.3s
VRAM held
1957 MB
region
6b242a2b-4d96-465c-a86e-05f5b2de1463
md5
baa3007142243974dbca6b1620b38b36
composer
79a226a0-0ff2-478a-84f8-c350603f9b81
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads toward the left of the frame, aiming at the far distance near the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.

last frame — The Tower first frame #1

The Tower step_in

BASELINE

Baseline camera (low + deep push) reaches The Tower with visible translation and no invented structures.

camera
low/deep/forward/wide/steady
seed
20260904
render
171.7s
VRAM held
2853 MB
region
8e3b0327-080d-4340-9766-7d78fbe7af4c
md5
b2c307ef63ab4443d1f86ce90ee97372
composer
c6c9d378-7761-4db8-8747-e463e95b8e73
prompt

The camera sits low, at roughly waist height, close to the ground plane rather than looking down on it. It pushes deep into the scene, covering a long stretch of ground, so the framing at the end is somewhere the shot did not start. The move is a straight forward dolly along the camera axis. The path heads toward the left of the frame, aiming at the far distance near the horizon. Wide-angle lens: near edges of frame stretch past the camera quickly and the sense of forward travel is strong. The speed is constant from first frame to last. Every structure, surface and object keeps the exact shape, position and material it has in the first frame; the world is rigid and only the camera moves, so the scene reveals itself through genuine parallax as near things slide past far things. Lighting, colour, weather, season and time of day hold exactly as in the first frame. One unbroken continuous shot, no cut, no dissolve.