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Moses v04 — cloud/presence review

Art-review, not approved. Astra medium directed a targeted built-in edit from the v03 master. Inspected the generated full image and saved 500×700 card-size artwork.

The bubble/orb reading is substantially reduced. The cloud is now an upward-connected atmospheric column made of irregular overlapping billows, elongated pale channels and cool blue-gray/lavender folds. Pearl and ivory occupy most of the body; warm champagne light sits along selected edges. The column continues above the tent roof and exits the upper edge, clarifying its vertical continuity. No literal divine figure appears.

The cloud retains stained-glass boundaries and pane-contained worked texture rather than becoming photographic vapor. Leading inside the cloud is gentler than the main structural outlines. Nested circular cells have largely been replaced by extended forms. Some rounded scalloped billow edges remain, especially above the roof, but they now join continuous layers rather than closed golden orbs. At card size the cool internal shadows make the cloud read as one luminous presence. Its visual luminosity is calmer and less gold-dominant than v03.

Moses’s face, lowered gaze, pose, stylized beard, folded hands, robe trim and silhouette appear preserved. Tent supports, entrance geometry, attached curtain/hem and camp remain visually stable. Generative editing can shift small details; non-cloud pixel identity is not claimed. The edit slightly expands some upper cloud contours and changes internal density within the original general footprint. Curtain-overlap feasibility is retained.

Tradeoff: the new cloud has broader, softer internal divisions and somewhat less small-pane intricacy than v03’s circular construction. This is useful for atmospheric continuity but should be judged with the user before any later assembly. No mask can substitute for this illustration decision.

No new card frame, backing, lettering, printing, finish mask or runtime fixture was generated. Existing v03 files were hash-checked unchanged. Source validation verifies native/master hashes, RGB dimensions and byte-identical deterministic fitting/review exports; it does not certify final card composition or GPU behavior.