Prompt Specification Blender Cycles good_query

Skyline Restaurant and Cocktail Bar

A single-mission Blender environment production prompt: build a photorealistic, fully editable destination restaurant and cocktail bar on a high-rise sky floor — from art bible and renderable graybox through an evidence-based render-review loop with six fresh-context critics, to a sixteen-camera final delivery governed by a 100-point rubric and cold-start validation.

Task ID
skyline-restaurant-bar
Engine
Blender 4.1.1 · Cycles
Scope
1,400–2,000 m² · 120–150 covers
Final Renders
16 cameras + contact sheet
00 / RUNTIME

Implementation Environment

Compute Linux headless · 1 × NVIDIA RTX 4090 — GPU render device; no display server.
DCC Blender CLI 4.1.1no MCP, no add-on assistants. Write Blender Python and debug renders directly through the CLI.
Harness Claude Codesubagents required for the gauntlet review loop (fresh-context critics).
Starting Assets Noneno pre-made scripts, no plugins, no MCP servers, no skills. Everything is generated from scratch.
Budget · Autonomy 100M+ tokens · 12 h+ continuous runfully autonomous, zero human intervention.
01 / TASK

You are the lead environment artist, Blender technical artist, hospitality interior architect and restaurant operations designer, lighting artist, and final quality owner for this project. Perform the actual work in the current working directory; do not answer with only a plan, tutorial, or sample code.

The user may be unavailable. Make conservative, reversible assumptions, record them, and continue. Do not pause for non-blocking aesthetic choices, optional downloads, or missing convenience plugins. Stop only for credentials, a potentially destructive external action, or an ambiguity that cannot be resolved without materially changing the authorized project. Continue until the explicit quality gates in this brief are satisfied — not merely until the first functioning file or attractive render exists.

02 / PROTOCOL

Environment Discovery and Recoverability

Before committing to the implementation, inspect the current directory, Blender version and executable, available render engines and devices, GPU/CPU capability, installed add-ons, and any existing assets. Optional add-ons and downloads must not become blockers; provide native Blender alternatives. Use an isolated skyline_restaurant_bar/ directory if unrelated files are present.

Maintain the following working documents and milestones throughout production:

skyline_restaurant_bar/ ├── ART_DIRECTION.md # visual language and scene-specific decisions ├── SPATIAL_PLAN.md # dimensions, adjacency, camera coverage, required zones ├── ASSET_INVENTORY.md # asset families, sources, licenses, status, substitutions ├── TASK_STATE.md # completed work, worst visual problems, next actions, rubric score └── checkpoints/ # recoverable .blend milestones after every stable stage

If context is compacted or work resumes later, reread this brief plus ART_DIRECTION.md and TASK_STATE.md, open the latest valid checkpoint, and continue rather than rebuilding blindly. Keep TASK_STATE.md carrying the last successful commands and renders, known failures, and the current rubric score so any future session can resume mid-flight.

03 / BUILD ORDER

Required Build Order

01 Step

Art bible and planning set. Convert the brief into an art bible, measured spatial plan, asset inventory, material language, fixed camera set, technical budget, and acceptance map.

02 Step

Renderable graybox. Build a complete graybox covering the whole environment — including context, circulation, service zones, primary silhouettes, and all fixed cameras. Use real dimensions and human-scale proxies.

03 Step

Immediate preview judgeset. Render inexpensive preview judgeset images immediately to expose layout, scale, adjacency, and camera failures.

04 Step

Asset family substitution. Replace placeholders by coherent asset families, developing macro composition first, functional medium structure second, and close manufacturing or construction detail third. Keep the entire scene renderable after each asset-family pass.

05 Step

Final dressing and lighting. Establish final material separation, environmental context, lighting hierarchy, storytelling props, and camera composition. Reserve high samples and expensive effects for confirmed final views.

04 / REVIEW LOOP

Fixed Judgeset and Evidence-Based Review

Use the complete final camera list in this brief as the fixed judgeset. Perform at least four complete cycles of:

build or change render the fixed judgeset inspect actual pixels and contact sheet diagnose fix rerender identical cameras

Criticism must be based on the rendered images — not code, the scene tree, viewport descriptions, or the builder's summary. For each finding, record the camera/file evidence, severity, affected subsystem, likely root cause, and an actionable correction. Repair systemic issues affecting several frames before isolated polish.

If sub-agents are available, use fresh-context specialists who receive only the scene goal, final renders, and rubric:

01 Critic

Hospitality planning critic. Judge guest arrival, cover count, table clearances, service paths, restroom access, and terrace safety.

02 Critic

Restaurant operations critic. Judge bar, open kitchen, pass, storage, wash-up, wine service, and back-of-house plausibility.

03 Critic

Luxury interior critic. Judge material restraint, joinery, furniture hierarchy, acoustic comfort, and crafted detail.

04 Critic

Food-and-table detail critic. Judge table settings, bar mise en place, kitchen props, scale, and believable use.

05 Critic

Night lighting critic. Judge interior/exterior exposure, practical pools, reflections, skyline depth, and focal hierarchy.

06 Critic

Blender technical critic. Judge render stability, paths, organization, instances, material links, and delivery.

Regression discipline. After every repair cycle, compare the same camera against the preceding version and label the result improved, unchanged, or regressed. Fix or roll back material regressions. Update the contact sheet, TASK_STATE.md, and score evidence after each full cycle.

Structural escalation. If the score remains below the exit threshold and improves by less than one point across two consecutive complete cycles, perform a structural pass. Revisit guest/service circulation, dining density, bar depth, kitchen-pass relationship, ceiling hierarchy, window exposure, skyline layering, and the hero composition instead of adding more small props, surface noise, or decorative lights.

05 / RUBRIC

Scene-Specific 100-Point Rubric

Dimension Points Gate ≥85%
Hospitality planning and circulationArrival, covers, service routes, privacy, accessibility, terrace logic 15 12.8
Restaurant and bar operational authenticityKitchen, pass, bar equipment, storage, wine, wash-up, service detail 20 17.0
Furniture, tableware, and asset completenessQuantity, variety, craft, and close-range credibility 15 12.8
Architecture and luxury material languageProportion, joinery, construction, acoustics, restrained finish quality 15 12.8
Lighting, skyline, and atmosphereBlue-hour balance, practical hierarchy, reflections, exposure, city depth 20 17.0
Composition and dining narrativeCamera hierarchy, intimacy, movement, and lived-in storytelling 10 8.5
Technical quality and portabilityClean editable scene, performance, dependencies, and outputs 5 4.3
Total 100 exit ≥ 90
Exit Gates — all mandatory
  • At least 90 / 100 overall
  • At least 85% of the available points in every rubric dimension
  • Zero critical visual failures
  • Complete camera and zone coverage
  • No material regression across the final two cycles
06 / VALIDATION

Cold-Start Completion Validation

Before declaring completion, save all files, close the working scene, reopen skyline_restaurant_bar_final.blend from a clean Blender invocation, and rerender at least the hero camera through the documented command. Confirm that all dependencies resolve, no script or render error occurs, the output dimensions are correct, and every file in renders/final/ comes from the latest scene. Refresh the contact sheet and reports.

The final response must list actual project and render paths, the evidence-backed rubric result, and any remaining non-critical limitations honestly.

07 / BRIEF

Blender Production Brief — Skyline Restaurant and Cocktail Bar

1. Project Objective

Create a complete, editable, photorealistic Blender environment depicting Skyline Restaurant and Cocktail Bar. Create a complete destination restaurant and cocktail bar above a dense global city at night, balancing theatrical arrival, intimate dining, visible culinary craft, and credible back-of-house operation.

The finished environment covers approximately 1,400–2,000 square meters on a high-rise sky floor with 120–150 covers and must read as a coherent, functioning real place from wide establishing views, normal eye-level circulation views, and close inspection. It is not a one-camera façade. Every named area has modeled depth, believable access, and enough furnishing to explain its use. The visual target is polished architectural visualization with the density, navigation clarity, material response, and environmental storytelling expected of a premium game environment.

Defining Visual Story Guests progress from a compressed stone arrival through a glowing bar and layered dining room toward panoramic windows, while kitchen and service choreography remain visibly plausible.
Avoid These Interpretations and Shortcuts
  • A generic hotel lounge
  • A room filled with repeated tables
  • Nightclub neon
  • Gold-plated excess
  • An unusable open kitchen
  • Pure-black windows
  • A single skyline-facing camera set

2. Spatial Scope, Adjacency, and Circulation

Use Blender units in meters. Maintain human-scale clearances, credible door widths, guard heights, steps, ramps, work envelopes, equipment service zones, and accessible primary circulation. The complete scene includes all of the following connected areas:

01
Lift lobby and vestibuleCompressed, acoustically calm threshold with host signage, coat storage, and a framed first skyline glimpse.
02
Host and waiting loungeReservation desk, queue position, soft seating, host storage, and direct control of dining circulation.
03
Main cocktail barTwenty-seat bar with backbar, bottle display, ice and wash stations, undercounter equipment, foot rail, and standing edge.
04
Bar loungeLow seating clusters, small tables, acoustic canopy, art, and unobstructed service routes.
05
Main dining roomSixty to eighty covers in varied two-, four-, and six-seat arrangements with banquettes and generous aisles.
06
Window dining ribbonTwenty to thirty premium seats oriented to the skyline without crowding glass maintenance zones.
07
Open kitchen passVisible hot line, plating pass, chef counter, heat lamps, screens, and controlled separation from guests.
08
Private dining suiteTwo divisible private rooms with AV, pantry connection, operable partition, art, and acoustic treatment.
09
Wine roomTemperature-controlled glazed cellar, display racks, service staging, and a sommelier tasting table.
10
Restroom suiteLuxury washrooms, accessible room, vanity, cubicles, vestibules, and housekeeping storage.
11
Back-of-house kitchenPrep, cold storage, dishwash, dry store, staff route, waste holding, and service elevator interface.
12
Sky terraceProtected outdoor viewing and aperitif edge with wind screens, planters, heaters, drainage, and safe guardrails.

The spatial organization must obey these relationships:

  • Host controls dining and lounge entry while a separate service route links kitchen, pass, private rooms, and bar.
  • Open kitchen is visually prominent but odor, heat, waste, and dish circulation remain separated from guest paths.
  • Restrooms are discreetly accessible without passing through service areas or becoming visible from dining tables.
  • Premium window seats preserve facade access and emergency circulation; terrace doors include weather and threshold logic.

No required room may exist only as lettering on a closed door. Service spaces may be compact, but their interiors, thresholds, fixtures, and relationship to the public areas must be legible in the scene and final coverage.

3. Scene-Specific Asset Families and Minimum Content

Build coherent reusable asset families rather than unrelated primitives. Repetition may use linked duplicates or instances, but silhouette, orientation, wear state, accessories, and placement must vary enough to avoid copy-paste regularity.

  • Dining furniture: at least 30 two-top modules, 12 four-tops, 4 six-person arrangements, 6 banquette segments, 130 dining chairs, and varied lounge seating with table-setting states.
  • Cocktail bar equipment: bottle shelves, glass racks, speed rails, sinks, ice wells, taps, refrigeration, dishwasher, garnish trays, POS, bar tools, foot rail, and undercounter access.
  • Kitchen line: ranges, plancha, ovens, refrigeration, stainless prep, ventilation hood, salamander, heated pass, plate shelves, chef screens, wash-up, and safety clearances.
  • Wine storage: at least 500 represented bottle positions using efficient instances, angled display, bulk racks, cooling grilles, tasting glassware, and inventory labels.
  • Table service: plates, cutlery, stemware, water glasses, folded napkins, lamps, menus, serving trays, carafes, and a few carefully staged dishes.
  • Hospitality joinery: host desk, coat closet, server stations, concealed waiter storage, banquettes, private-room credenzas, restroom vanities, and integrated lighting.
  • Terrace elements: wind-rated tables, lounge chairs, heaters, planters, glass guards, drains, door tracks, anti-slip paving, and subtle safety lighting.
  • City context: layered towers, rooftop plant, street grids, aircraft beacons, distant water or haze, and varied illuminated window patterns with parallax.

Each important asset must work at three reading distances: a recognizable macro silhouette, functional medium-scale construction, and close-range joins, controls, hardware, fasteners, seams, gaskets, labels, edge treatment, and contact with adjacent surfaces. Thin boxes with textures are not acceptable substitutes for visible functional structure.

4. Architectural and Construction Detail

  • Resolve curtain-wall mullions, insulated glazing, slab edge, perimeter convectors or diffusers, maintenance clearance, and reflected interior light.
  • Model stone portals, timber acoustic ceilings, brass or bronze trims, banquette plinths, table bases, floor transitions, server stations, and operable private-room partitions as buildable assemblies.
  • The kitchen requires washable surfaces, coved junctions, floor drains, hood clearances, fire suppression cues, and distinct clean/dish/waste paths.
  • Terrace construction includes waterproofing upstands, drainage falls, expansion joints, guard anchors, wind screens, and threshold detailing.

Walls, slabs, frames, doors, glazing, counters, roofs, platforms, curbs, rails, and built-in furniture must have credible thickness. Show how elements terminate and connect: reveals, thresholds, expansion joints, mullions, flashing, drainage, skirtings, trim, brackets, hinges, handles, anchors, access panels, and service penetrations where visible. Manufacturing edges require scale-appropriate bevels; large cast, carved, eroded, or rough elements require believable edge breakup without losing their designed form.

5. Materials and Surface Language

The principal palette is:

  • book-matched dark stone at arrival and bar
  • smoked oak wall and ceiling panels with fine shadow gaps
  • deep oxblood or tobacco leather banquettes
  • warm gray wool and boucle lounge upholstery
  • aged bronze or champagne-brass accents used sparingly
  • dark terrazzo and oak dining floors with correct transitions
  • stainless steel and heat-darkened metal in the kitchen
  • low-iron facade glass and softly reflective skyline glazing

Use physically plausible Principled BSDF response and real-world texture scale. Directional grain, brushed finishes, poured material flow, fabric weave, erosion, tire tracking, water streaking, and other anisotropic or directional evidence must follow construction and gravity. Distinguish materials through base color, roughness, normal scale, metallic response, transmission, subsurface response where justified, and edge behavior — not through one repeated noise texture.

All visible geometry requires appropriate transforms, smoothing, normals, UV direction, grounding, and contact shadows. The final scene has no obvious intersections, floating objects, z-fighting, inverted normals, stretched textures, implausibly razor-sharp manufactured edges, or default gray materials. Repeated distant assets use sensible instancing and level of detail without causing visible popping or silhouette loss in the final cameras.

6. Environmental Context and Lighting

Set the scene around blue hour transitioning into night. Outside, provide a dense, layered skyline with neighboring towers, streets far below, distant haze or water, moving-light implication, and enough exposure detail to avoid a flat black backdrop.

Lighting direction: fading cool sky as ambient fill, warm 2400–3000 K table and cove practicals, focused art and bar accents, bright neutral kitchen task light, restrained backbar glow, and subtle terrace guidance lighting.

Use a clear key/fill/practical hierarchy. Preserve highlight detail, readable dark materials, grounded shadows, and simultaneous visibility of interior and exterior context. Practical fixtures need believable emitters, housings, mounting, throw, color temperature, and falloff. Atmospheric effects must support depth without washing out geometry or concealing incomplete work. Use AgX or the current Blender equivalent for controlled highlight roll-off and cinematic but credible color.

Compose each principal view with foreground, midground, and background structure. Avoid uniformly lit catalog views, arbitrary Dutch angles, excessively wide lenses, crushed blacks, blank white windows, or depth of field so shallow that the scene cannot be evaluated.

7. Lived-In Storytelling

The place must feel operational rather than staged. Include restrained evidence such as:

  • partially occupied table settings, a decanted wine service, menus, folded napkins, and one recently cleared setting
  • bartender mise en place, citrus, shakers, strainers, clean and used glass zones, and ticket rail
  • plating tweezers, towels, pans, ingredient containers, ticket screens, and organized kitchen activity
  • coats at host storage, reservation materials, a discreet bag stool, and a waiting drink
  • terrace condensation, wind-shifted cushions, wet drink rings, and carefully maintained planters

Every prop must communicate function, recent activity, local climate, maintenance, or occupancy. Do not scatter random clutter to hide weak architecture. Use human figures only if their modeling, clothing, scale, pose, and integration improve the image; otherwise imply people through object state, lighting, traces of use, and partially completed tasks.

8. Final Camera and Render Set

Create fixed, clearly named Blender cameras corresponding to the following files in renders/final/:

01
01_lift_lobby_arrival.pngLift lobby arrivalCompressed threshold, host cue, coat storage, and first skyline reveal.
02
02_host_and_waiting_lounge.pngHost and waiting loungeArrival operation, material transition, and view toward bar.
03
03_restaurant_hero.pngRestaurant heroWide view uniting bar, dining layers, open kitchen, windows, and city. Minimum 2560×1440.
04
04_cocktail_bar_front.pngCocktail bar frontTwenty-seat bar, backbar depth, equipment, patrons' edge, and lighting.
05
05_behind_bar_operation.pngBehind bar operationIce, sink, rails, refrigeration, glass storage, POS, and service logic.
06
06_main_dining_room.pngMain dining roomVaried tables, banquettes, circulation, table lighting, and skyline depth.
07
07_window_dining.pngWindow diningPremium seats with balanced interior/exterior exposure and facade detail.
08
08_open_kitchen_and_pass.pngOpen kitchen and passHot line, ventilation, plating, chef counter, and guest boundary.
09
09_private_dining_suite.pngPrivate dining suiteOperable division, pantry support, AV, art, and acoustic enclosure.
10
10_wine_room.pngWine roomBottle density, cooling details, tasting table, and glass enclosure.
11
11_restroom_vanity.pngRestroom vanityStone, mirror, fixtures, cubicle threshold, and accessible quality.
12
12_back_of_house_route.pngBack-of-house routePrep, storage, dishwash, service connection, and non-public completeness.
13
13_sky_terrace.pngSky terraceWind screens, seating, planters, guards, drainage, and skyline.
14
14_table_setting_detail.pngTable setting detailCutlery, glass, porcelain, linen, menu, lamp, and food detail.
15
15_bar_material_detail.pngBar material detailStone edge, bronze trim, leather stool, foot rail, bottles, and reflections.
16
16_ceiling_and_reverse_audit.pngCeiling and reverse auditService stations, room backs, facade junctions, and ceiling coordination.

These images must collectively prove the completeness of every required zone, not merely repeat the hero angle. The hero render 03_restaurant_hero.png must be at least 2560×1440. Every other final render should normally be at least 1920×1080. All images must be actual Blender final renders, not viewport captures, and must contain the final scene rather than obsolete previews.

9. Technical Organization and Portability

  • Organize architecture, structural systems, landscape/context, furnishings or machinery, small props, lighting, cameras, and render helpers into clearly named Collections.
  • Use descriptive English object, material, image, node group, camera, and light names; do not leave the final file dominated by Cube.001-style names.
  • Keep repeated geometry efficient while retaining camera-visible detail.
  • All external files must use portable relative paths or be packed into the .blend.
  • Locally generated or baked textures needed by the scene belong in textures/; supporting scene-generation or rerender utilities belong in scripts/ when used.
  • The delivered .blend must remain editable: preserve useful modifiers, instances, collections, camera names, and material structure rather than flattening the entire environment into an opaque mesh.

10. Critical Visual Failures

The following conditions make the final artifact unacceptable:

  • Dining capacity is represented by rigid copied rows with no hierarchy or service clearances.
  • The bar lacks real equipment, bartender work depth, refrigeration, sinks, or storage.
  • Kitchen and guest circulation conflict or the open kitchen is only a decorative backdrop.
  • The skyline is black, flat, repeated, overexposed, or visibly too close to the facade.
  • Luxury depends on excessive gold, glossy marble, and bloom rather than proportion, craft, and light.
  • Any required zone is missing, represented only by a sign, or built as a camera-facing shell.
  • Multiple final views reveal floating assets, severe intersections, incorrect scale, missing faces, broken normals, default materials, or obvious unfinished placeholder geometry.
  • The scene reads as a generic substitute for the named place because its defining functional assets, environmental context, or construction logic are absent.
  • Darkness, fog, depth of field, cropping, reflections, or camera placement are used to conceal incomplete work.
  • Only one direction is finished, while reverse angles, circulation paths, ceilings, service edges, or exterior boundaries collapse under inspection.
  • renders/final/ is absent, contains viewport screenshots, or does not cover the required scene.
  • The final .blend cannot open and render with all required textures and linked resources available.

11. Required Project Deliverables

Place the project in a dedicated directory named skyline_restaurant_bar/ and provide at minimum:

skyline_restaurant_bar/ ├── skyline_restaurant_bar_final.blend # the final editable Blender scene ├── README.md # structure, version, controls, deps, rerender ├── scripts/ # scene-generation and rerender utilities ├── textures/ # locally generated or baked textures, if used ├── renders/final/ # the complete numbered final image set 01–16 └── renders/contact_sheet.jpg # readable overview of all final images

The final .blend and render set must be portable and self-contained, with no missing images, fonts, caches, libraries, or absolute-path dependencies. The contact sheet must make coverage, visual consistency, and overall scene quality easy to assess.