Workflows

Three end-to-end recipes, start to deliverable.

Three complete routes, start to deliverable. Each compresses a project's worth of moves into a single page.

Massing to render to iterate

The core loop. You have a volume and you need an image of it.

  1. Get the geometry in. Shape massing with Designer, or drop in a gray model view. Keep it clay, keep the silhouette clean.
  2. Capture the view you want (Ctrl S in the workspace). Set camera and lens before capturing — a render cannot recover a viewpoint the capture never had.
  3. Wire the capture into a Render block's IMG port. Write a rough intent in a Text block, press ✦ Enhance and wire it to TXT.
  4. Pick an engine w/ edit so the massing survives. Set Tune: Image Aspect, Time of Day, Finish: None.
  5. Run. Treat the first result as the baseline, not the answer.
  6. Change one aspect and run again. Material, then Lighting, then Atmosphere — one per run, comparing against the baseline each time.
  7. Iterate the keeper at low creativity for two or three candidates.
  8. Upscale and download from the result's under-toolbar.

Site and GeoLock context study

For the review where the question is whether it belongs here.

  1. Fetch the site — address, radius, Fetch. Real footprints, roads, terrain and the parcel arrive in a 3D block. See Site Generator.
  2. Place the massing on the parcel, grounded and centred.
  3. Capture two views: an axon that shows the block among its neighbours, and an eye-level from the approach.
  4. GeoLock both. Geometry held; the engine works on material, light and atmosphere only.
  5. Run the same prompt three times with one row changed — the material row. Three genuinely comparable images.
  6. Board them. Drop a Board, arrange the three in a row, add a Note per option saying what it is.
  7. Share the canvas for the review — teammates comment where the work is.

Sketch to render exploration

For the idea that is five minutes old.

  1. Sketch it on a Sketch block — silhouette first, few firm lines. See Sketch Renderer.
  2. Wire the Sketch into a Render block's IMG port. An engine w/ edit will follow the lines.
  3. Say only what the drawing cannot: material, light, mood. Leave Structure nearly empty — the drawing is the structure.
  4. Run three times without changing anything. The spread tells you how much the drawing is actually saying.
  5. Sketch over the result you like and run again — two minutes of drawing is more precise than a paragraph of description.
  6. When the idea holds, model it and move to the first workflow.

Prompting Tutorial

What a prompt is, how to structure one, and the failures you can name.

What is a prompt?

A prompt is the engine's only source of design intent — everything the image is asked to be, written down. Four facts govern it: structure beats prose; specificity reduces randomness; word order matters, because earlier words weigh more; and anything you leave out is filled in at random.

Core structure

Every strong architectural prompt answers six questions. Jimin structures prompts around exactly these:

AspectWhat it controlsExample
MaterialSurfaces, textures"board-formed concrete, patinated brass trim"
StructureForm, massing, tectonics"cantilevered upper volume on a recessed base"
LightingLight source and quality"diffuse overcast, soft shadows"
AtmosphereContext and mood of the scene"quiet naturalistic hillside, morning haze"
Camera AngleViewpoint"eye-level three-quarter view of the facade"
AestheticOverall visual register"monolithic, quiet architectural realism"

You don't have to write all six by hand — that's what ✦ Enhance is for. Type a rough intent ("a timber pavilion stepping down a steep hillside"), press it, and Jimin expands it into the six labelled aspects, each editable. Edit any line; the structure keeps your intent legible and your iterations comparable.

Locking geometry

Other tools ask you to paste a "geometry lock" paragraph into every prompt and hope the model listens. In Jimin it is a feature, not a phrase: GeoLock holds your geometry while the prompt changes the dress.

Change only one thing

One aspect per run. A failure you can name by aspect is a failure you can fix in one run — when the light is wrong, change Lighting and leave the other five rows exactly as they were.

Multiple references

Roles replace image-numbering here: there is no "image 1" and "image 2" to refer to, only ports. Your design rides IMG, style rides a Reference block, and materials ride MAT ports. See Mapping Inputs To Correct Ports.

Site and massing

Fetch the real site with Site Generator, then drop massing into it with Designer. Render from a capture of that scene and the context around your building is real rather than described.

Re-render and material swap

One material change per run, through Iterate or Modify. Name the material on its MAT port rather than in the prompt — a port says "this concrete, on that wall," which words cannot.

What to avoid

You seeThe causeThe fix
Geometry driftedFree generation given authorityGeoLock; an engine w/ edit; cleaner input view
Geometry driftThe building described in wordsWire the image of it instead
Over-cinematic / "movie poster"Aesthetic/Finish doing too muchFinish: None; calm the Aesthetic line; lower creativity
Over-correctionStacking negativesState what you want instead
Materials in the wrong placesWords assigned themWire MAT ports to regions instead
Result ignores the referenceRole confusionStyle refs out of the IMG chain; one authority per role
Each run changes everythingMulti-variable promptsOne aspect per run
Text unreadable in outputEngines don't do signage wellAdd text in Doc after

YouTube Tutorials

Coming soon.

Filmed walkthroughs

Filmed walkthroughs of the workflows on this site — the massing loop, the context study, the sketch route — are being recorded now.

Written walkthroughs

The Workflows page walks the same routes in writing, and the Prompting Tutorial carries the method behind them.

If there is a workflow you would like filmed first, tell us — we are choosing the order from what people ask for.

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Getting Started

Start with the core ideas and everyday basics for working in Jimin.

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Generation Paths

Start from the material you have, then move toward an image, model, or clip.

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Working Tools

Focused canvas tools for context, prompting, editing, organizing, and review.

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