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Painted sky provenance

Created for this project with the built-in imagegen tool on 2026-09-05. Original output: 1774 × 887 PNG, copied without pixel editing to assets/painterly/painted_sky.png. The sky shader samples the upper portion and blends its horizon into the simulation-driven day/night palette. No film frame or downloaded artwork is used as a runtime texture.

Generation prompt

Use case: stylized-concept. Asset type: original 360-degree panoramic sky texture for a Godot game, 2:1 equirectangular landscape, ideally 3072x1536. Create ONLY SKY, absolutely no ground, hills, buildings, ocean, objects, text or sun disk. Art direction: exquisitely hand-painted Japanese animation background, Studio Ghibli inspired summer pastoral fantasy, gouache brush texture, saturated clear turquoise-blue atmosphere, towering luminous cumulus clouds with creamy warm sunlit edges, intricate scalloped billowing forms, pale cyan and slate blue softly painted shadow volumes. Composition is a full spherical sky environment texture: upper half of image shows the upward hemisphere, zenith at top is mostly deep clean blue, large beautiful cumulus towers occupy the upper middle band between y=15% and y=44%, and the horizon at exactly image vertical halfway is uniform pale atmospheric aqua. Lower half is entirely an unobtrusive smooth pale aqua color gradient, with NO landscape. Cloud coverage about 40% of upper hemisphere, generous varied blue gaps, asymmetrical naturally spaced cloud masses. Left and right edges must wrap seamlessly in color and shape, keep thin strips at far left/right clear sky to avoid seam. No photographic cloud noise, no 3D render or vector outlines, no flat cartoon circles. Painterly refined layered brushwork like a cinematic animated film background, not a flat gradient. Use only original cloud shapes; no copied film imagery.

The returned image does not exactly meet the requested resolution or horizon position. The runtime shader uses its actual dimensions and remaps the painted horizon at 69% image height. Blender mesh assets are deterministic rebuilds; this generated image is a pinned art asset, not a deterministic generator output.