important keep original geometry use the provided image as an absolute geometric reference do not modify geometry proportions openings wall thicknesses or object positions lighting corrections no light must enter from the left side or from any lateral opening the only source of natural light must be exclusively through the vertical slits on the back wall no ambient exterior light no side fill light no artificial global brightening slits blue reference areas the blue color is only a technical reference in the final render slits must appear as real architectural openings neutral white daylight entering from outside light should be soft controlled and directional creating subtle gradients and realistic shadows on the stone stone red reference areas stone must be much rougher heavier and more primitive use coarse natural stone irregular imperfect with strong depth in the relief avoid smooth refined or decorative finishes matte surface deep micro shadows strong material presence and mass walls and floor grey reference areas continuous material for walls and floor lime mortar rough concrete or mineral plaster subtle texture low reflectivity no visible patterns or polish bed green reference area integrated bed low profile minimal design natural fabrics linen cotton neutral tones realistic fabric simulation with natural folds and weight atmosphere exposure reduce overall brightness darker denser more introspective atmosphere higher contrast deeper shadows less global illumination bounce slightly underexposed look cinematic and tactile camera human eye level 24 35 mm equivalent lens natural perspective no distortion render quality ultra high resolution extreme architectural photorealism physically based materials realistic global illumination controlled and restrained final goal a hyper realistic architectural render raw and material driven with stone as the protagonist light entering only through the slits and a subdued cavern like atmosphere