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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。

動漫靜幀填槽:ERA×TIER 控時代質感 — 1動漫靜幀填槽:ERA×TIER 控時代質感 — 2動漫靜幀填槽:ERA×TIER 控時代質感 — 3動漫靜幀填槽:ERA×TIER 控時代質感 — 4

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