動漫靜幀填槽:ERA×TIER 控時代質感
2×2 科幻片靜幀模板,ERA/TIER 調度賽璐璐→數碼質感。圖生視頻前置關鍵幀配方,換電影名就能批量出。




提示詞
2x2 grid, 16:9, do this for 4 underrated international scifi movies: // FN: anime_still(CHARACTER, SETTING, TIME, ERA, TIER, MOOD)
INPUT
CHARACTER = $ infer
SETTING = $ infer
TIME = $ infer
ERA = $ infer
TIER = $ infer
MOOD = $ infer
DISPATCH :: ERA → production reality
1980-92 cel : hand-painted, RICH saturated paint, visible cel dust and fine
scratches, slight registration wobble, 1 shadow step, dark
brown-black line, painted BG with heavy brush texture
1993-99 cel→digital : transitional, cleaner paint, 1–2 steps, first digital
compositing, BG still painted, slight color banding
2000-10 digital : flat digital paint, 2 steps common, rim light appears,
BG digitally painted but still soft-edged and detailed
2011+ digital : 2 steps + gradient allowed ONLY in the photography pass,
heavy bloom and diffusion, BG photo-referenced, thin lines
DISPATCH :: TIER → detail budget (this is the realism lever)
tv_weekly : minimal line count, simple shadow shapes, BG reused-looking,
character held on 3s, no complex effects
tv_premium: more line detail in key frames, 2-step shadow on the face
film : dense linework, complex shadow shapes following real anatomy,
highly detailed BG, subtle effects layer, held poses are rare
ova : film detail, darker palette, more mature proportions
DISPATCH :: TIME → palette swatch set + shadow direction + photography grade
morning : cool blues and pale yellow, long shadows, clean bloom
midday : high-key, minimal shadow, saturated greens outside
late_afternoon : warm ochre/rose BG, LONG horizontal shadows, heavy bloom
through windows, dust motes, orange gradient map over all
dusk : magenta-to-indigo BG, silhouettes, warm rim on one edge
night : deep blue-violet, cool shadow swatch, practicals as bloom
sources, character lit only where a light source justifies
INVARIANT LAWS // do not vary with any input
L_BG : painted, NO outlines, MORE detail than the character
L_LINE : constant weight, tapered ends, dark brown not black for skin
L_FILL : flat, no gradient, no texture, no noise
L_SHADOW : hard-edged, {ERA.steps} step(s), a SEPARATE cooler swatch —
not the base color multiplied. The boundary is a drawn line.
L_HIGHLIGHT : flat, hard, sparse. Hair gets ONE band. Eye catchlight is a
fixed shape that does NOT track the light source.
L_FX : drawn discrete elements, never particle simulation
L_PHOTO : the ONLY layer permitted soft gradients — bloom, diffusion,
grade, grain, applied to the flattened stack
FORBIDDEN
✗ gradient shading on the character ✗ soft shadow edges
✗ outlines on background elements ✗ character out-detailing the BG
✗ line weight varying with light ✗ per-pixel specular on skin
✗ photographic DOF on the BG (painted soft ≠ lens blur)
RENDER
Anime still, {ERA.medium}, {TIER} production. {CHARACTER} in {SETTING},
{TIME}. {TIME.palette}. Background painted with {L_BG}. Character in
{L_LINE}, {L_FILL}, shadows as {ERA.steps} hard-edged step(s) in a cooler
swatch with no soft falloff anywhere. {L_HIGHLIGHT}. {TIME.fx}.
Over everything: {L_PHOTO}. {MOOD.pose_hold}.
AUDIT
shadow_boundary_gradient ≈ 0px · shadow_steps == ERA.steps
detail(BG) > detail(character) · line_weight_variance ≈ 0
every soft gradient originates in L_PHOTO中文翻譯
2x2 網格,16:9,爲 4 部被低估的國際科幻電影做這個: // FN: anime_still(CHARACTER, SETTING, TIME, ERA, TIER, MOOD)
輸入
CHARACTER = $ infer
SETTING = $ infer
TIME = $ infer
ERA = $ infer
TIER = $ infer
MOOD = $ infer
調度 :: ERA → 製作年代的真實感
1980-92 cel : 手繪,濃鬱的高飽和顏料,可見的賽璐璐灰塵與細小
劃痕,輕微對位抖動,1 級陰影,深棕黑
線條,手繪 BG 帶厚重筆觸紋理
1993-99 cel→digital : 過渡期,更乾淨的塗色,1–2 級陰影,首次數字
合成,BG 仍爲手繪,輕微色帶
2000-10 digital : 平塗數字上色,常見 2 級陰影,邊緣光出現,
BG 爲數字繪製但仍有柔和邊緣與細節
2011+ digital : 允許 2 級陰影 + 漸變,但僅在攝影後期環節,
強烈光暈與柔化,BG 參考照片繪製,細線條
調度 :: TIER → 細節預算(這就是寫實程度的槓桿)
tv_weekly : 線稿數量最少,簡單的陰影形狀,BG 看起來像重複使用,
角色按 3 幀保持(on 3s),無複雜特效
tv_premium: 關鍵幀中線條細節更多,面部 2 級陰影
film : 密集線稿,遵循真實解剖結構的複雜陰影形狀,
高度細緻的 BG,細微效果層,很少保持停幀
ova : 電影級細節,更深色調,更成熟的體型比例
調度 :: TIME → 色板配色組 + 陰影方向 + 攝影調色
morning : 冷藍與淡黃,長陰影,乾淨光暈
midday : 高調,最少陰影,室外飽和綠
late_afternoon : 暖赭石/玫瑰色 BG,長長的水平陰影,透過窗戶的
強烈光暈,浮塵,整體疊加橙色漸變映射
dusk : 品紅到靛藍的 BG,剪影,單側暖邊緣光
night : 深藍紫,冷色陰影配色,實用光源作爲光暈
來源,角色僅在有光源合理性處被照亮
不變法則 // 不隨任何輸入變化
L_BG : 手繪,無描邊,細節多於角色
L_LINE : 線寬恆定,末端收細,皮膚用深棕而非黑色
L_FILL : 平塗,無漸變,無紋理,無噪點
L_SHADOW : 硬邊,{ERA.steps} 級陰影,一個獨立的偏冷配色——
不是基礎色相乘。邊界是一條畫出來的線。
L_HIGHLIGHT : 平塗、硬邊、稀疏。頭髮只有一道高光帶。眼睛的高光
形狀固定,不跟隨光源。
L_FX : 畫出來的離散元素,絕不是粒子模擬
L_PHOTO : 唯一允許柔和漸變的層——光暈、柔化、
調色、顆粒,作用於合併後的畫面
禁止
✗ 角色上的漸變陰影 ✗ 柔和的陰影邊緣
✗ 背景元素上的描邊 ✗ 角色細節超過 BG
✗ 線寬隨光線變化 ✗ 皮膚上的逐像素鏡面高光
✗ BG 上的攝影景深虛化(手繪柔化 ≠ 鏡頭虛化)
渲染
Anime still,{ERA.medium},{TIER} 製作。{CHARACTER} 在 {SETTING},
{TIME}。{TIME.palette}。背景按 {L_BG} 繪製。角色爲
{L_LINE}、{L_FILL},陰影爲 {ERA.steps} 級硬邊
偏冷配色,任何地方都沒有柔和衰減。{L_HIGHLIGHT}。{TIME.fx}。
覆蓋在最上層:{L_PHOTO}。{MOOD.pose_hold}。
校驗
shadow_boundary_gradient ≈ 0px · shadow_steps == ERA.steps
detail(BG) > detail(character) · line_weight_variance ≈ 0
每一處柔和漸變都源自 L_PHOTO溯源
- 原作者
- Gdgtify
- 發佈日期
- 2026-09-22
- 原始出處
- 查看原帖 ↗
- 收錄來源
- xianyu110/awesome-gpt-image2.5 · 2102302629661647182 · MIT