Style books

Light by day, dusk and night

The village sleeps by day, lights its lanterns at dusk, and is at its best at night.

The three key frames are one view; dusk and night are edits of the day image, so only the light changes.

Alvheim by day: a silver-trunked tree house on each side, a pale crescent horn over a well, a flagstone path in teal moss, bell flowers, a snow peak.
Day: the village sleeps. High, cool sun; silver trunks and roofs are the lightest shapes; lanterns unlit; the well glimmers; flowers are plain flowers.

Day: the village sleeps

High, cool sun; ground in sun at luma 0.35 to 0.5 and in shade never under 0.2; long soft teal shadows; lanterns unlit; the well and its runes glimmer. Fewer elves about (the weaver at the loom, the guard at the arch). Target median luma 0.4 to 0.5 from her camera on the square. Today's game is at 0.13, so the giant crowns need gaps or the place grade needs a fill light.

Alvheim at dusk: a rose and violet sky behind the peak, lanterns half lit along the path, tree-house windows warm, bell flowers beginning to glow.
Dusk: the lighting. Tinde lights the lanterns one by one toward the well; about half are lit in the frame.

Dusk: the lighting

Rose-to-violet sky; trunks rose on one side, violet-teal on the other; Tinde lights the lanterns one by one along Lyktestien toward the well; windows come on; flower hearts begin. Ground luma at least 0.15 and still teal-green, never muddy, never black.

Alvheim at night with aurora.
Night: the hero time. Pale trunks stand lighter than the sky behind them; the well lights whoever stands at it from below.

Night: the hero time

Deep blue-violet sky, an aurora in green and cyan with a violet fringe over Alvtinden, a small crescent moon. Moonlight keeps every surface readable: median luma 0.22 to 0.3, 2nd percentile at least 0.10, under 1 % of the frame below 0.08. The well is brightest. All elves are out; Tingringen has singers.

TimeGlow coresMedian lumaPixels under luma 0.08Balance in the square
Dayat most 1 % (sky excluded)0.40 to 0.50under 1 %the well glimmers; lanterns unlit
Duskat most 5 %0.25 to 0.35under 1 %about half the lanterns lit
Night (hero hour)at most 4 %0.22 to 0.30; 2nd percentile at least 0.10under 1 %cool cores at least as many as warm; on Lyktestien and at the arch warm may lead

The three prompts

Dusk and night are written as edits of the day image: "Repaint this exact picture at dusk. Keep the composition, every object, every figure and the painted gouache look exactly as they are; change only the light and colour." The blocks are on the prompt blocks page: TIME_DAY, TIME_DUSK, TIME_NIGHT. Add one with stylebook prompt alvheim alvheim scene "..." --add TIME_NIGHT; the dusk and night blocks are written for an edit model, so to use them with a text-to-image model, describe the scene in the subject first.

Arrival

At the arch at night: two thick carved silver posts joined by a moonstone crescent, an elf in a green cloak with a lantern at the left post, the princess stand-in looking through at the lit well far down a path of glowing stones.
Arrival at Alveporten. The way in is lit by people: warm leads, 1.6 to 1. One glowing rune per run of stones.