feat(environment): add painterly skies and living meadows
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# Painted sky provenance
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Created for this project with the built-in imagegen tool on 2026-09-05.
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Original output: 1774 × 887 PNG, copied without pixel editing to
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`assets/painterly/painted_sky.png`. The sky shader samples the upper portion
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and blends its horizon into the simulation-driven day/night palette.
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No film frame or downloaded artwork is used as a runtime texture.
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## Generation prompt
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Use case: stylized-concept. Asset type: original 360-degree panoramic sky
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texture for a Godot game, 2:1 equirectangular landscape, ideally 3072x1536.
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Create ONLY SKY, absolutely no ground, hills, buildings, ocean, objects, text
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or sun disk. Art direction: exquisitely hand-painted Japanese animation
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background, Studio Ghibli inspired summer pastoral fantasy, gouache brush
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texture, saturated clear turquoise-blue atmosphere, towering luminous cumulus
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clouds with creamy warm sunlit edges, intricate scalloped billowing forms,
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pale cyan and slate blue softly painted shadow volumes. Composition is a full
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spherical sky environment texture: upper half of image shows the upward
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hemisphere, zenith at top is mostly deep clean blue, large beautiful cumulus
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towers occupy the upper middle band between y=15% and y=44%, and the horizon
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at exactly image vertical halfway is uniform pale atmospheric aqua. Lower
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half is entirely an unobtrusive smooth pale aqua color gradient, with NO
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landscape. Cloud coverage about 40% of upper hemisphere, generous varied blue
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gaps, asymmetrical naturally spaced cloud masses. Left and right edges must
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wrap seamlessly in color and shape, keep thin strips at far left/right clear
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sky to avoid seam. No photographic cloud noise, no 3D render or vector
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outlines, no flat cartoon circles. Painterly refined layered brushwork like a
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cinematic animated film background, not a flat gradient. Use only original
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cloud shapes; no copied film imagery.
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The returned image does not exactly meet the requested resolution or horizon
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position. The runtime shader uses its actual dimensions and remaps the painted
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horizon at 69% image height. Blender mesh assets are deterministic rebuilds;
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this generated image is a pinned art asset, not a deterministic generator output.
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