Generating

Presets turn one description into the right kind of sheet. Generations are disposable by default; pinning one is what changes the world.

The controls

At the base of the inspector, under the compiled prompt: Output preset, Aspect, Model, an Extra shot prompt, Seed, the Variant grid, the project's spend ceiling, and Generate.

The extra shot prompt is the one place to type free text at generation time — framing, action, weather, a camera direction. It contributes at the Shot layer and is not saved to the world.

Aspect negotiation The aspect list comes from the selected image provider. Wobu shows the ratio it will actually queue and its pixel dimensions beside the control, and repairs an unsupported or malformed saved value before it can reach the queue — saying which value it replaced. A flexible provider such as ComfyUI gets Wobu's curated, validated ratio vocabulary rather than accepting arbitrary text. Generate stays disabled until the negotiation has resolved.

Output presets

A preset defines section priorities, framing text, an aspect and an image count. This is how the same entity produces a costume plate one minute and a material study the next.

Preset Aspect Images Chosen by default for
Single image 1:1 1
Character sheet 3:4 4 character, creature
Turnaround 1:1 8
Portrait study 4:5 4
Costume plate 3:4 2 culture
Prop orthographic 4:3 3 prop, vehicle
Material study 1:1 6 Art Style, World Canon, species
Environment matte 21:9 3 environment, setting
Interior 16:9 3

Presets reweight rather than replace. A material study still inherits your Art Style and World Canon — it just promotes materials to the front and pushes silhouette down.

Single image is the exception that reweights nothing, and it is how you ask for one picture instead of a sheet. It is offered for every kind, it takes the stack exactly as the entity describes it, and it emits one image — so the estimate beside Generate is the price of one. Every other preset emits the batch in the table above; the count is part of choosing the preset, not a separate switch.

Seeds

The seed control shows one of four states, and the wording is exact about what the next result will use: unlocked, locked, locked-and-re-rolled, or locked-with-the-grid-varying-it. Lock seed attaches a seed to the entity so re-rolls stay in family instead of producing a different character each time; Re-roll, Use locked and Clear lock do what they say. Every result records which of those cases produced it, so a concept's caption tells you whether it came from a locked seed, an explicit re-roll, a variant cell or a replay.

The variant grid

Sweep exactly one axis across a batch and compare: Vary seed, Vary fragment weight, Vary preset or Vary aspect. You type the values, between two and sixteen of them, all distinct; varying a fragment weight also asks which layer. The footer states how many outputs that is and refuses clearly when a value is not supported by the provider. Presets with named views — Turnaround — cannot be varied, because their views are already the axis.

The job queue

Generations run through a queue that holds three jobs at a time across the whole application — images, enhances, meshes, thumbnails and LoRA training all share it. The status bar shows the queue depth, the active model and the last generation time, and clicking the queue jumps to Forge.

While an image runs, its tile shows a progress bar, the provider's own status note, and a live preview on providers that stream one. Cancel stops it; a stalled provider or a slow NAS must never present as a frozen app.

A failure that cost nothing is retried automatically with a widening backoff. A failure that cost money is not retried behind your back: it is held, and it goes to the notification centre with what it cost, what the provider said, and where to go next. Cancelling is not a failure and is never reported as one.

The Concepts tab

Results land in Concepts on the entity they were generated for. A tile shows the model, the seed and where the seed came from; hovering shows the prompt. Opening one shows the whole receipt: the recorded request, the exact recorded stack, whether the world has drifted since, and Replay snapshot.

Pinning

Pinning promotes a generated image to a reference on that entity — Full reference by default, though you can pin it as a palette, a silhouette or any other role. From then on it feeds back as conditioning for the next generation and, because references inherit, for everything downstream of that entity too. Wobu prints the consequence under the button before you press it, naming how many downstream entities will inherit it.

This is the flywheel Iterate cheaply, promote deliberately. Generations are disposable; pinning is a decision. Pin a good Vashk and every Vashk character afterwards starts from a stronger place. It is the main tool for locking a look, and it is why the hundredth character is easier than the first.

Deleting

Delete concept… removes the result from Concepts and the asset library and deletes its images. Anything you pinned as a reference, or set as a cover, is kept: deleting a result you did not want is not a decision to undo one you did. The receipt is archived rather than erased, so what the generation cost still counts towards project spend.

Forge mode

Forge takes the inspector's controls and promotes them to full width, with a large result grid. It is for when you are iterating hard on one subject and want to compare twenty variants at once rather than squinting at a narrow column.

  • Compare up to four completed results side by side at full resolution.
  • Compose a multi-entity scene — a primary subject plus one to three participants, in prompt order, with a scene direction and its own aspect. Art Style and World Canon shape a scene but cannot be participants in one.
  • Train an entity LoRA from the full references you have pinned, when the selected provider supports it. The card states how many valid references it has of how many it needs before the button will do anything.

Bring-your-own-key means every call is billed to you, so Wobu is built not to surprise you:

  • The Generate button shows an estimated cost for the batch on paid providers, and the panel shows what has already been spent and what is still set aside.
  • A local ComfyUI provider shows no cost at all. That asymmetry is the point.
  • A shared spend ceiling, recorded in the project so it applies to everyone who opens it, with a hard stop. A turnaround loop is exactly the kind of thing that runs two hundred images unattended.
  • Every generation record stores its provider, model and parameters — so actual spend is reconstructable from the project folder itself, without a vendor dashboard.

The estimate is an indicative output price. Input tokens and any optional search charges are not in it, and the panel says so.

Watermarking Images generated through Google's models carry SynthID watermarking. Worth knowing, since this is concept art headed into a production pipeline.

Generation records

Each generation writes one JSON file into the project folder, named by ULID and never modified:

generations/2026-07/01ARZ3NDEKTSV4RRFFQ69G5FAV.json

It holds the user prompt, the compiled prompt, the negative prompt, the model, parameters and seed, the output asset ids, and the influence snapshot. Because records are write-once and ULID-named, two people generating at the same time on a shared folder can never collide — they simply both appear.


← The influence stack  ·  Concept 3D →

This page is rendered from its source in the repository — the same file the application reads for its built-in guide.