# OBJECTIVE
Recreate **[NAME / DESCRIPTION OF THE PLACE]** as a high-fidelity, fully editable 3D environment in Blender.
The primary objective is **architectural and spatial fidelity to the real location**, not artistic reinterpretation.
Use all provided reference material: photographs, screenshots, aerial/satellite views, floor plans, architectural drawings, maps, dimensions, videos, written descriptions.
Target result: **a believable digital twin of the real place that can be freely explored, rendered and modified in Blender.**
---
# PRIORITY ORDER
When information conflicts: 1. Explicit dimensions / architectural plans 2. Floor plans / technical drawings 3. Multiple photographic references 4. Aerial/satellite imagery 5. Single photographs 6. Written descriptions 7. Geometric inference. Never replace known info with a visually attractive approximation. Accuracy > aesthetics.
---
# 1. ANALYSE THE REFERENCES FIRST
Before creating geometry, analyze all references and establish: footprint, proportions, floors count/heights, facade, roof, openings, structures, terrain, orientation, materials, details. Identify recurring visual landmarks. Build an internal reconstruction plan before generating. Do not start with decorative assets.
---
# 2. REAL-WORLD SCALE
Use real-world dimensions (Metric / meters). Respect known dimensions exactly. Otherwise infer using reference objects (doors ≈ 2.0–2.2m, human ≈ 1.70–1.80m, cars ≈ 4–5m, floor ≈ 2.7–3.5m). Cross-check across references.
---
# 3. ARCHITECTURAL RECONSTRUCTION
Start with blockout in order: 1. terrain 2. footprint 3. main volumes 4. floors 5. roofs 6. walls 7. openings 8. doors/windows 9. stairs/ramps 10. exterior 11. roads/paths 12. vegetation 13. street furniture 14. secondary details 15. props.
---
# 4. PHOTO-BASED GEOMETRY INFERENCE
Identify shared features, estimate viewpoints, triangulate dimensions, compare distortion. Infer hidden geometry conservatively using symmetry/repetition when supported. Create simplest plausible continuation for undocumented sections without inventing elements.
---
# 5. MODULAR AND EDITABLE BLENDER SCENE
Do NOT create one monolithic mesh. Separate logical elements into Collections: BUILDINGS, ROOFS, WALLS, WINDOWS, DOORS, GROUND, ROADS, VEGETATION, STREET_PROPS, LIGHTING, CAMERAS, REFERENCE_OBJECTS. Use clear names. Prefer instances, Array/Mirror modifiers, Geometry Nodes.
---
# 6. GEOMETRY QUALITY
Maintain clean geometry: correct normals, no overlapping faces, no floating geometry, sensible topology, wall thickness, bevels, correct contact. Reserve high detail for objects near camera.
---
# 7. MATERIAL RECONSTRUCTION
Create plausible PBR materials matching references (color, roughness, metallic, normal, weathering, scale). Match real-world scale.
---
# 8. WINDOWS AND GLASS
Reproduce frame thickness/color, subdivisions, reflectivity, roughness, tint, interior depth.
---
# 9. ENVIRONMENT & 10. VEGETATION
Reconstruct immediate environment (sidewalks, roads, fences, lamps, trees, grass) matching real arrangement. Match species, height, canopy, placement.
---
# 11. LIGHTING & 12. CAMERAS
Start with neutral daylight. Add presentation lighting matching **[TIME OF DAY / WEATHER / REFERENCE IMAGE]**. Create validation cameras matching source photos (viewpoint, focal length, height, perspective) + CAM_OVERVIEW, CAM_ENTRANCE, CAM_HERO.
---
# 13. VALIDATION LOOP
Iterate: Pass 1 Blockout -> Pass 2 Proportions -> Pass 3 Details -> Pass 4 Materials -> Pass 5 Renders vs Photos -> Pass 6 Environment -> Pass 7 Final render.
---
# 14. UNCERTAINTY MANAGEMENT
Classify inferred elements (HIGH/MEDIUM/LOW CONFIDENCE). Put uncertain objects into `COLLECTION_UNCERTAIN`.
---
# 15. BLENDER IMPLEMENTATION & 16. PERFORMANCE
Use Blender-native workflows / Python `bpy` with named parameters. Keep scene interactive (instancing, sensible polycounts, Geometry Nodes).
---
# 17. ORGANIZATION & 18. QUALITY CHECK
Organize collections (00_REFERENCE to 11_UNCERTAIN). Verify scale, proportions, placement, materials, camera alignment, editability and performance.
---
# INPUT
PLACE: [NAME AND LOCATION] | RECONSTRUCTION GOAL: [GOAL] | AVAILABLE REFERENCES: [FILES] | KNOWN DIMENSIONS: [DIMENSIONS] | TARGET AREA: [AREA] | TARGET DETAIL: [DETAIL] | TARGET OUTPUT: [OUTPUT] | RENDER ENGINE: Cycles | TARGET QUALITY: High-end archviz | SPECIAL REQUIREMENTS: [REQUIREMENTS]
---
Analyze references, build autonomously, prioritize accuracy over interpretation.