{"passport":{"unfragile":{"@version":"1.0","version":"2026-05","artifact":{"id":"tool_masterpiece-studio","slug":"masterpiece-studio","name":"Masterpiece Studio","type":"product","url":"https://masterpiecestudio.com","page_url":"https://unfragile.ai/masterpiece-studio","categories":["image-generation"],"tags":[],"pricing":{"model":"freemium","free":true,"starting_price":null},"status":"active","verified":false},"capabilities":[{"id":"tool_masterpiece-studio__cap_0","uri":"capability://image.visual.vr.native.3d.spatial.modeling.with.hand.tracked.sculpting","name":"vr-native 3d spatial modeling with hand-tracked sculpting","description":"Enables real-time 3D object creation and manipulation directly in VR using hand-tracking input, translating spatial gestures into mesh deformation operations without requiring traditional 2D viewport navigation. The system maps hand position and orientation to sculpting brush parameters (size, intensity, falloff) and applies deformations to the underlying geometry using GPU-accelerated vertex displacement, eliminating the cognitive friction of translating 3D intent through 2D mouse/keyboard interfaces.","intents":["I want to sculpt 3D forms intuitively using my hands in VR without learning complex 2D viewport controls","I need to rapidly prototype organic shapes and iterate on form in real-time without context-switching between tools","I want to feel spatial relationships and proportions naturally while modeling instead of relying on orthographic views"],"best_for":["VR enthusiasts and spatial thinkers who struggle with traditional 2D modeling interfaces","Small creative teams prototyping character designs, props, and environmental assets","Designers validating form and ergonomics in native 3D space before production"],"limitations":["Hand-tracking precision degrades with occlusion and fast movements, limiting fine detail work to <1mm accuracy","VR-only workflow excludes precision modeling tasks requiring sub-millimeter tolerances or complex boolean operations","Gesture vocabulary is limited compared to keyboard shortcuts in desktop tools, requiring mode-switching for advanced operations"],"requires":["VR headset with hand-tracking support (Meta Quest 3+, HTC Vive XR Elite, or equivalent)","Minimum 2GB VRAM for real-time mesh deformation at 90fps","6x6 meter play space for comfortable arm extension and movement"],"input_types":["hand position and orientation (6DOF tracking)","gesture recognition (pinch, grab, point)","haptic feedback parameters"],"output_types":["deformed mesh geometry (vertex positions)","sculpting history (undo/redo stack)","exported 3D models (FBX, OBJ, GLTF)"],"categories":["image-visual","3d-modeling"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_masterpiece-studio__cap_1","uri":"capability://image.visual.real.time.collaborative.mesh.synchronization.with.conflict.free.replicated.data.types","name":"real-time collaborative mesh synchronization with conflict-free replicated data types","description":"Enables multiple users to sculpt and edit the same 3D scene simultaneously by maintaining a distributed state using conflict-free replicated data types (CRDTs) that automatically resolve concurrent edits without requiring a central lock manager. Each client applies local edits immediately for responsiveness, then broadcasts operations to peers; the CRDT structure ensures that operations commute (order-independent) so all clients converge to the same final state regardless of network latency or message ordering.","intents":["I want my team to sculpt the same asset together in real-time without waiting for locks or version merges","I need to see my collaborators' edits appear instantly on my screen without manual sync or refresh","I want to avoid version control conflicts when multiple team members edit overlapping geometry regions"],"best_for":["Small to medium creative teams (3-8 people) doing rapid collaborative ideation","Remote teams needing synchronous creative sessions without asset handoff delays","Studios prototyping game assets or VFX where iteration speed matters more than merge conflict resolution"],"limitations":["CRDT overhead adds ~50-150ms latency per operation depending on mesh complexity and peer count, noticeable with >8 simultaneous users","Concurrent edits to overlapping geometry regions may produce unexpected blending results rather than true conflict resolution","No built-in branching or version history — all edits are merged into a single timeline, making it difficult to explore alternative design directions","Network bandwidth scales linearly with mesh complexity and edit frequency; high-poly models with rapid sculpting can saturate typical office WiFi"],"requires":["Stable network connection with <100ms latency between peers (LAN or low-latency cloud region)","All collaborators using Masterpiece Studio (no interoperability with Blender, Maya, or other tools)","Shared project workspace with write permissions for all participants"],"input_types":["mesh vertex deformations (position deltas)","brush stroke parameters (size, intensity, falloff)","operation timestamps and peer identifiers"],"output_types":["synchronized mesh state across all clients","operation log (audit trail of edits)","presence indicators (cursor positions of collaborators)"],"categories":["image-visual","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_masterpiece-studio__cap_10","uri":"capability://automation.workflow.project.management.and.version.control.with.cloud.sync","name":"project management and version control with cloud sync","description":"Provides cloud-based project storage with automatic versioning, allowing teams to save snapshots of projects and revert to previous versions if needed. The system syncs project files to cloud storage (AWS S3, Google Cloud) in the background, enabling access from multiple devices and providing disaster recovery. Version history is stored as delta snapshots (only changes are saved) to minimize storage overhead, and the UI displays a timeline of versions with metadata (author, timestamp, description).","intents":["I want my project to be backed up automatically so I don't lose work if my computer crashes","I need to access my project from multiple devices (desktop, VR headset, tablet) without manual file transfer","I want to see the history of changes to my project and revert to earlier versions if needed"],"best_for":["Solo artists and small teams that want automatic backup without managing external version control","Remote teams needing seamless project access across devices","Studios that want simple version history without the complexity of Git or Perforce"],"limitations":["Cloud sync adds 10-30 seconds of latency when saving large projects (>500MB), blocking the UI during upload","Version history is limited to 30 days or 50 snapshots (whichever comes first) on free tier; older versions are automatically pruned","No branching or merging support; only a linear version history, making it difficult to explore alternative design directions in a team context","Offline editing is not supported; projects must be synced to cloud before editing, preventing work on unreliable connections"],"requires":["Internet connection for cloud sync (minimum 5Mbps upload for reasonable performance)","Masterpiece Studio account with cloud storage quota (free tier: 5GB, paid: 100GB+)","All team members using the same cloud storage provider"],"input_types":["project files (scene, assets, materials)","version metadata (description, tags)","save/revert commands"],"output_types":["versioned project snapshots in cloud storage","version history timeline (UI visualization)","restored project state from selected version"],"categories":["automation-workflow","memory-knowledge"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_masterpiece-studio__cap_2","uri":"capability://image.visual.gpu.accelerated.real.time.rendering.with.physically.based.material.preview","name":"gpu-accelerated real-time rendering with physically-based material preview","description":"Renders 3D scenes in real-time using GPU compute shaders that evaluate physically-based material models (metallic, roughness, normal maps, emissive) with dynamic lighting, enabling artists to see final material appearance during sculpting without baking or offline rendering. The renderer uses deferred shading to handle multiple light sources efficiently and applies screen-space ambient occlusion and bloom post-processing to approximate high-quality output within the constraints of real-time frame budgets.","intents":["I want to see how my sculpted form looks with realistic materials and lighting while I'm still modeling","I need to iterate on material properties (roughness, metallic values) without waiting for render passes","I want to validate that my asset will look good in the final game or VFX pipeline before export"],"best_for":["Game asset creators who need real-time material feedback during modeling","VR content creators validating appearance in the same headset where they're sculpting","Small studios that can't afford offline rendering farms or Renderman licenses"],"limitations":["Real-time rendering quality is 30-50% lower than offline renderers (Cycles, Arnold) due to approximations in global illumination and shadow quality","No support for advanced features like volumetric effects, subsurface scattering, or complex shader networks — limited to standard PBR material slots","Performance degrades significantly with >100k polygons or >4 dynamic lights, requiring artists to optimize geometry and lighting manually","No ray-tracing support; reflections and refractions are screen-space approximations that fail for off-screen geometry"],"requires":["GPU with compute shader support (NVIDIA RTX series, AMD RDNA, or Intel Arc minimum)","4GB VRAM minimum for typical asset-scale scenes","Vulkan or DirectX 12 driver support"],"input_types":["3D mesh geometry (vertices, normals, UVs)","material parameters (albedo, metallic, roughness, normal map textures)","light source definitions (position, intensity, color, falloff)"],"output_types":["real-time rendered viewport (60-90fps target)","screenshot/video export (PNG, EXR, MP4)","material preview data for external renderers"],"categories":["image-visual","data-processing-analysis"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_masterpiece-studio__cap_3","uri":"capability://image.visual.asset.library.with.procedural.generation.and.parametric.variation","name":"asset library with procedural generation and parametric variation","description":"Provides a curated library of 3D assets (characters, props, environments) that can be instantiated and parametrically modified using a node-based procedural system, allowing artists to generate variations without manual re-sculpting. The system stores assets as procedural graphs (node networks defining geometry generation, material assignment, and deformation) rather than static meshes, enabling real-time parameter tweaking (scale, color, detail level) that regenerates geometry on-demand.","intents":["I want to quickly populate a scene with variations of base assets without manually sculpting each one","I need to generate multiple character skins or prop colors from a single base model","I want to adjust asset complexity (LOD) based on performance constraints without re-importing different files"],"best_for":["Game developers needing rapid asset variation for level design","Small studios without dedicated asset creation pipelines","Prototyping teams that need to quickly populate scenes with placeholder or final assets"],"limitations":["Procedural generation is limited to parameterized variations of base assets; creating entirely new asset types still requires manual sculpting","Node graph complexity grows quickly, making it difficult to manage variations with >10 independent parameters","Library is smaller than industry-standard sources (Sketchfab, Turbosquid, Quixel Megascans) with fewer high-quality photogrammetry assets","Procedural assets may not export cleanly to all game engines; some parameter combinations produce invalid topology or UV layouts"],"requires":["Masterpiece Studio account with library access (freemium tier has limited assets)","Understanding of node-based procedural workflows","Target game engine with support for imported parametric assets (Unity, Unreal, custom engines)"],"input_types":["base asset selection (from library)","parameter values (numeric sliders, color pickers, dropdown selections)","material overrides (texture swaps, color adjustments)"],"output_types":["generated 3D mesh with applied variations","material assignments and texture references","exported asset files (FBX, GLTF with embedded parameters)"],"categories":["image-visual","data-processing-analysis"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_masterpiece-studio__cap_4","uri":"capability://image.visual.multi.format.asset.export.with.engine.specific.optimization","name":"multi-format asset export with engine-specific optimization","description":"Exports sculpted models to industry-standard 3D formats (FBX, OBJ, GLTF, USD) with automatic optimization passes tailored to target engines (Unity, Unreal, custom), including polygon reduction, UV unwrapping, normal map baking, and material conversion. The exporter analyzes the target platform's constraints (polygon budgets, texture memory limits, shader support) and applies appropriate LOD generation, texture atlasing, and material remapping to ensure assets import cleanly without manual post-processing.","intents":["I want to export my sculpted asset to Unity or Unreal without manual cleanup or re-topology","I need to generate multiple LOD versions automatically for performance optimization","I want my materials to convert correctly to the target engine's shader system without manual remapping"],"best_for":["Game developers exporting assets from Masterpiece Studio to production pipelines","Studios using multiple game engines and needing consistent export workflows","Teams that want to minimize manual asset cleanup and re-topology work"],"limitations":["Automatic topology optimization produces acceptable results for organic shapes but fails on hard-surface geometry requiring precise edge loops","UV unwrapping is automatic but may produce seams or overlaps on complex geometry, requiring manual adjustment in 50% of cases","Material conversion is limited to standard PBR slots; complex custom shaders or engine-specific effects require manual setup in the target engine","Export process adds 30-120 seconds per asset depending on polygon count and optimization level, blocking the UI during processing"],"requires":["Target game engine installed (Unity 2021+, Unreal Engine 5.0+, or custom engine with FBX/GLTF support)","Sufficient disk space for LOD variants and baked textures (typically 50-500MB per asset)","Understanding of target engine's material and import settings"],"input_types":["sculpted 3D mesh (vertices, normals, materials)","target platform selection (Unity, Unreal, custom)","optimization parameters (polygon budget, texture resolution, LOD count)"],"output_types":["optimized 3D model files (FBX, OBJ, GLTF, USD)","baked normal and ambient occlusion maps (PNG, EXR)","material definition files (engine-specific format)","LOD variants (multiple polygon density versions)"],"categories":["image-visual","data-processing-analysis"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_masterpiece-studio__cap_5","uri":"capability://image.visual.collaborative.presence.and.annotation.with.spatial.voice.chat","name":"collaborative presence and annotation with spatial voice chat","description":"Displays real-time presence indicators (avatars, hand positions, gaze direction) for all collaborators in the shared 3D space, enabling spatial awareness without breaking immersion, and integrates positional audio chat that attenuates based on distance between avatars. Artists can place 3D annotations (arrows, text labels, color-coded regions) that persist in the scene and are visible to all collaborators, facilitating non-verbal communication about specific geometry regions or design decisions.","intents":["I want to see where my teammates are looking and what they're pointing at without breaking immersion to check a chat window","I need to leave design notes or feedback directly on the 3D asset that my team can see and respond to","I want spatial audio so I can hear my collaborators' voices coming from their avatar positions, making conversation feel natural"],"best_for":["Remote creative teams doing synchronous collaborative sessions","VR-native teams that want to maintain immersion during communication","Design reviews where feedback needs to be spatially anchored to specific geometry regions"],"limitations":["Presence indicators add network overhead (~5-10KB/s per collaborator) that scales poorly beyond 8 simultaneous users","Spatial audio requires low-latency voice codec and network, degrading quality on connections >100ms latency","Annotations are stored in the shared project but have no versioning or archival; old feedback is difficult to retrieve or compare across iterations","Avatar customization is limited; generic humanoid models reduce personal identity and social presence compared to custom avatars"],"requires":["Microphone and speakers or headset for voice chat","Stable network connection with <100ms latency for spatial audio quality","All collaborators in the same Masterpiece Studio project workspace"],"input_types":["head and hand position/orientation (6DOF tracking)","gaze direction (eye-tracking or head-forward approximation)","voice audio stream (microphone input)","annotation placement (3D position, text, color)"],"output_types":["presence visualization (avatars, hand positions, gaze rays)","spatial audio mix (voice attenuated by distance)","annotation geometry (arrows, text labels, highlight regions)","presence log (who was in the session, when they joined/left)"],"categories":["image-visual","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_masterpiece-studio__cap_6","uri":"capability://image.visual.undo.redo.with.branching.history.and.timeline.scrubbing","name":"undo/redo with branching history and timeline scrubbing","description":"Maintains a branching undo/redo tree rather than a linear history, allowing artists to explore alternative design directions by reverting to earlier states and making new edits without losing previous work. The timeline UI visualizes the history as a directed graph where each node represents a saved state and edges represent edit operations; artists can scrub the timeline to preview intermediate states or jump to any branch point, enabling non-destructive experimentation.","intents":["I want to try a different design direction without losing my current work, then switch back if I don't like it","I want to see how my asset looked at different points in the sculpting process to compare design iterations","I want to explore multiple variations in parallel without creating separate files or projects"],"best_for":["Iterative designers who frequently explore alternatives and need to compare outcomes","Teams doing design reviews where stakeholders want to see the evolution of an asset","Solo artists prototyping multiple design directions simultaneously"],"limitations":["Branching history consumes significant memory; storing >100 branches with complex meshes can exceed available RAM and force pruning of older branches","Timeline UI becomes cluttered with >20 branches, making it difficult to navigate and understand the design evolution","Collaborative branching is not supported; only the primary branch is synchronized across peers, so alternative branches are local-only","Exporting from a non-primary branch requires explicit selection; accidental exports from wrong branch can cause confusion"],"requires":["Sufficient system RAM to store multiple mesh states (4GB minimum, 16GB+ recommended for complex scenes)","Understanding of branching workflows and timeline navigation"],"input_types":["sculpting operations (mesh deformations, material changes, object transforms)","branch creation/selection commands","timeline scrubbing input (slider or keyboard navigation)"],"output_types":["mesh state at selected timeline point","branching history visualization (graph UI)","exported asset from selected branch"],"categories":["image-visual","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_masterpiece-studio__cap_7","uri":"capability://data.processing.analysis.performance.profiling.and.optimization.recommendations","name":"performance profiling and optimization recommendations","description":"Analyzes the current scene and provides real-time performance metrics (polygon count, draw calls, texture memory, frame time breakdown) with automated recommendations for optimization (polygon reduction targets, LOD suggestions, material simplification). The profiler identifies performance bottlenecks (e.g., 'vertex shader is 60% of frame time') and suggests specific optimizations (e.g., 'reduce normal map resolution from 4K to 2K to save 12MB VRAM') with estimated impact on frame rate.","intents":["I want to know if my asset will run at 60fps on target platforms before exporting","I need specific guidance on which optimizations will have the biggest performance impact","I want to understand the performance cost of my design choices (materials, geometry complexity, lighting) in real-time"],"best_for":["Game developers optimizing assets for performance-constrained platforms (mobile, VR)","Teams without dedicated optimization engineers who need automated guidance","Artists who want to make informed design trade-offs between quality and performance"],"limitations":["Recommendations are heuristic-based and may not account for target engine-specific optimizations or custom shaders","Profiling overhead adds 5-15% to frame time, making it unsuitable for continuous monitoring during active sculpting","Performance estimates are based on Masterpiece Studio's renderer; actual performance in target engines (Unity, Unreal) may differ by 20-50%","No support for profiling collaborative sessions; metrics are single-user only"],"requires":["GPU with performance counter support (NVIDIA, AMD, Intel)","Target platform specifications (polygon budget, frame rate target, memory limits)"],"input_types":["3D scene (mesh geometry, materials, lights)","target platform profile (mobile, console, PC, VR)","performance targets (frame rate, memory budget)"],"output_types":["performance metrics (polygon count, draw calls, frame time breakdown)","optimization recommendations (specific targets and estimated impact)","performance report (exportable summary)"],"categories":["data-processing-analysis","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_masterpiece-studio__cap_8","uri":"capability://image.visual.texture.painting.and.material.authoring.with.real.time.preview","name":"texture painting and material authoring with real-time preview","description":"Enables direct texture painting on 3D geometry using brush-based tools (color, normal, roughness, metallic channels) with real-time preview in the viewport, eliminating the need to switch to external texture editors like Substance Painter. The painter uses GPU-accelerated texture splatting to apply brush strokes to UV-mapped surfaces, supporting layer-based composition with blend modes, and automatically bakes painted textures to standard formats (PNG, EXR) for export.","intents":["I want to paint textures directly on my sculpted model without exporting to Substance Painter and re-importing","I need to see how my painted textures look with the current lighting and materials in real-time","I want to quickly iterate on texture details (weathering, wear, color variation) without leaving the sculpting environment"],"best_for":["Solo artists or small teams that want integrated texture authoring without external tools","Rapid prototyping workflows where texture iteration speed matters more than professional-grade results","VR artists who want to paint textures using hand-tracked brushes in immersive mode"],"limitations":["Texture painting quality is lower than Substance Painter due to simpler brush physics and fewer advanced features (smart materials, procedural masks, height-based blending)","Layer system is limited to ~10 layers before performance degradation; complex multi-layer compositions require manual flattening","No support for non-destructive procedural textures or smart materials; all painting is raster-based","Texture resolution is limited to 4K; higher resolutions cause memory pressure and painting lag on typical GPUs"],"requires":["UV-unwrapped geometry (automatic unwrapping available but may require manual cleanup)","GPU with sufficient VRAM for texture painting (2GB minimum for 4K textures)","Understanding of PBR texture channels (albedo, normal, roughness, metallic)"],"input_types":["3D mesh with UV coordinates","brush parameters (size, hardness, opacity, blend mode)","texture channel selection (color, normal, roughness, metallic, emissive)","brush stroke input (mouse or stylus for desktop, hand-tracked for VR)"],"output_types":["painted texture maps (PNG, EXR, TGA)","layer stack (editable composition)","material definition with painted textures applied"],"categories":["image-visual","data-processing-analysis"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_masterpiece-studio__cap_9","uri":"capability://image.visual.scene.composition.and.layout.with.spatial.snapping.and.alignment.tools","name":"scene composition and layout with spatial snapping and alignment tools","description":"Provides tools for arranging multiple assets in a 3D scene with automatic snapping to grids, surfaces, and other objects, plus alignment helpers (distribute evenly, match heights, center on pivot) that work in both desktop and VR modes. The system uses spatial queries (raycasts, bounding box overlap detection) to enable snap-to-surface placement and provides visual feedback (grid overlays, alignment guides, snap indicators) to guide precise positioning without manual coordinate entry.","intents":["I want to quickly arrange multiple assets in a scene without manually entering coordinates or fiddling with transforms","I need to align assets to a grid or snap them to surfaces for consistent level design","I want to duplicate and distribute assets (trees, rocks, buildings) evenly across a landscape"],"best_for":["Level designers and environment artists building scenes from asset libraries","Game developers prototyping level layouts without dedicated level editors","VR content creators arranging assets in immersive space using hand-tracked placement"],"limitations":["Snapping and alignment tools are limited to simple geometric operations; complex procedural placement (scatter on terrain, follow spline) requires manual scripting","Performance degrades with >1000 objects in a scene due to spatial query overhead; large environments require manual culling or LOD management","No support for hierarchical scene organization (parent-child relationships, groups); all objects are flat in the scene tree","Undo/redo for layout operations can be slow with many objects, causing UI freezes"],"requires":["Multiple assets to arrange (from library or imported)","Target scene with defined bounds or reference geometry for snapping"],"input_types":["asset selection (single or multi-select)","snap mode selection (grid, surface, object, free)","alignment operation (distribute, match, center)","transform input (position, rotation, scale)"],"output_types":["positioned and aligned assets in scene","scene hierarchy (flat list of objects with transforms)","exported scene file (FBX, GLTF, engine-specific format)"],"categories":["image-visual","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0}],"trust":{"score":40,"verified":false,"data_access_risk":"high","permissions":["VR headset with hand-tracking support (Meta Quest 3+, HTC Vive XR Elite, or equivalent)","Minimum 2GB VRAM for real-time mesh deformation at 90fps","6x6 meter play space for comfortable arm extension and movement","Stable network connection with <100ms latency between peers (LAN or low-latency cloud region)","All collaborators using Masterpiece Studio (no interoperability with Blender, Maya, or other tools)","Shared project workspace with write permissions for all participants","Internet connection for cloud sync (minimum 5Mbps upload for reasonable performance)","Masterpiece Studio account with cloud storage quota (free tier: 5GB, paid: 100GB+)","All team members using the same cloud storage provider","GPU with compute shader support (NVIDIA RTX series, AMD RDNA, or Intel Arc minimum)"],"failure_modes":["Hand-tracking precision degrades with occlusion and fast movements, limiting fine detail work to <1mm accuracy","VR-only workflow excludes precision modeling tasks requiring sub-millimeter tolerances or complex boolean operations","Gesture vocabulary is limited compared to keyboard shortcuts in desktop tools, requiring mode-switching for advanced operations","CRDT overhead adds ~50-150ms latency per operation depending on mesh complexity and peer count, noticeable with >8 simultaneous users","Concurrent edits to overlapping geometry regions may produce unexpected blending results rather than true conflict resolution","No built-in branching or version history — all edits are merged into a single timeline, making it difficult to explore alternative design directions","Network bandwidth scales linearly with mesh complexity and edit frequency; high-poly models with rapid sculpting can saturate typical office WiFi","Cloud sync adds 10-30 seconds of latency when saving large projects (>500MB), blocking the UI during upload","Version history is limited to 30 days or 50 snapshots (whichever comes first) on free tier; older versions are automatically pruned","No branching or merging support; only a linear version history, making it difficult to explore alternative design directions in a team context","builder identity is not verified yet","no observed match outcomes yet"],"rank_breakdown":{"adoption":0.31666666666666665,"quality":0.72,"ecosystem":0.15000000000000002,"match_graph":0.25,"freshness":0.75,"weights":{"adoption":0.25,"quality":0.25,"ecosystem":0.1,"match_graph":0.35,"freshness":0.05}},"observed_outcomes":{"matches":0,"success_rate":0,"avg_confidence":0,"top_intents":[],"last_matched_at":null},"maintenance":{"status":"active","updated_at":"2026-05-24T12:16:31.857Z","last_scraped_at":"2026-04-05T13:23:42.560Z","last_commit":null},"community":{"stars":null,"forks":null,"weekly_downloads":null,"model_downloads":null,"model_likes":null}},"distribution":{"claim_url":"https://unfragile.ai/submit?claim=masterpiece-studio","compare_url":"https://unfragile.ai/compare?artifact=masterpiece-studio"}},"signature":"QQxVUdZ4GCzJPxsU+xWVvVH7jehmKacOKvYgdDGLyo1bzmuKz/jy1wCzdZgpiMEeB8C+w7pR4S2ThY9GFUgQDw==","signedAt":"2026-06-20T23:50:22.999Z","signedBy":"unfragile.ai","version":1},"_links":{"self":"https://unfragile.ai/api/v1/passport/masterpiece-studio","artifact":"https://unfragile.ai/masterpiece-studio","verify":"https://unfragile.ai/api/v1/verify?slug=masterpiece-studio","publicKey":"https://unfragile.ai/api/v1/trust-passport-public-key","spec":"https://unfragile.ai/trust","schema":"https://unfragile.ai/schema.json","docs":"https://unfragile.ai/docs"}}