docs(tools): RD ideation batch 02 brief — mismatched-eye probe via flat idioms

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# RD ideation batch 02 — the mismatched-eye probe
**Purpose:** crack (or rule out) M03's mismatched eyes in diffusion. Batch 01
proved the base model renders the body/silhouette well and set the 48px
silhouette floor, but the rounded-shaded idiom collapsed the two eyes to
symmetry/cyclops. comfy-dev's craft rule: asymmetric eyes survive in FLAT/
ink idioms. This batch tests that. Output `_ph` ideation; greybox stays
art-free.
**Canon stakes:** MOE.md — eyes are "the entire performance budget,"
"mismatched forever" (dim recessed lens + bright bolted-on lamp; the BRIGHT
one is the warm/patched one). Also MOE.md: Moe's eyes/scars are "authored,
not procedural." So a null here is not a failure — it confirms eyes are the
hand-authored layer over a diffusion body. Either outcome is a result.
## Carried rules from batch 01
- **No character LoRAs for M03** — subject prior drags to fantasy battle
units regardless of negatives (duelystchar → cyclops). Flat-STYLE LoRAs
(flatshading, 1bit) are style priors, should be safe — but watch for it.
- **A strong subject prior beats a negative.** Foreground wanted features
positively rather than relying on the negative to suppress the unwanted.
- Render 512, downscale nearest-neighbor. comfy-dev owns sampler/steps/CFG
and content-checks every render (size + brightness/variance, eyes on the
pixels).
## The eye-foregrounded prompt (signature detail FIRST)
**Positive (flatshading variant):**
> `pixelflat64`, a gentle giant farming robot with **TWO EYES OF DIFFERENT
> SIZES — one small dim recessed dark lens on one side, one large bright
> glowing round lamp on the other**, rounded dome head, barrel body, thick
> column legs on flat round pads, one arm ends in a watering nozzle, warm,
> huggable, **flat shading, bold outlines**, plain background, front view,
> pixel art
**Negative:**
> matching symmetrical eyes, single eye, cyclops, three eyes, extra eyes,
> humanoid feet, boots, menacing, angular, human face, text, watermark,
> busy background, arena floor, pedestal
## Batch shape
- **E — flatshading eye probe:** the prompt above, `pixelflat64`, ~5 seeds.
Primary test — do two distinct differently-sized eyes render?
- **F — 1bit eye probe:** swap trigger to `pixel1biticons`, "1-bit, two
tone, high contrast" — the flattest idiom, the hardest test. ~3 seeds.
- **G — frontfacing WITH trigger:** `pixelfurniture64` + the eye-foregrounded
prompt (untriggered it already gave the best framing + a spontaneous
bolted lamp-arm; does the trigger sharpen or break it?). ~3 seeds.
- **H — eyed grid ladder:** the best render from E/F/G that actually HAS two
eyes, downscaled 64/48/32. Answers what batch 01's ladder could not — does
the mismatched-eye read survive downscale, and at what budget.
## Judge
- **Eye test (primary):** two eye objects, visibly DIFFERENT sizes, the
bright one reading warmer. Not symmetry, not cyclops, not 3+.
- Blob-squint still holds (flat idiom must not lose the huggable silhouette).
- H: at 48px does the asymmetry still read, or does it need 64px? (This
sharpens the batch-01 floor: silhouette floor 48, possibly eyes floor 64.)
## Output
Booth E/F/G/H; reply to m03-dev with the URL + your read on whether any
idiom cracked the eyes + the eyed-ladder floor. If nothing renders two
distinct eyes, say so plainly — that routes M03's eyes to hand-authoring,
which is the canon-correct division of labor, not a loss.