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动漫静帧填槽:ERA×TIER 控时代质感

2×2 科幻片静帧模板,ERA/TIER 调度赛璐璐→数码质感。图生视频前置关键帧配方,换电影名就能批量出。

动漫静帧填槽:ERA×TIER 控时代质感 — 1动漫静帧填槽:ERA×TIER 控时代质感 — 2动漫静帧填槽:ERA×TIER 控时代质感 — 3动漫静帧填槽:ERA×TIER 控时代质感 — 4

提示词

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

中文译文

2x2 网格,16:9,为 4 部被低估的国际科幻电影做这个: // FN: anime_still(CHARACTER, SETTING, TIME, ERA, TIER, MOOD)

输入
  CHARACTER = $ infer
  SETTING   =  $ infer
  TIME      = $ infer
  ERA       = $ infer
  TIER      = $ infer
  MOOD      = $ infer

调度 :: ERA → 制作年代的真实感
  1980-92 cel : 手绘,浓郁的高饱和颜料,可见的赛璐璐灰尘与细小
                划痕,轻微对位抖动,1 级阴影,深棕黑
                线条,手绘 BG 带厚重笔触纹理
  1993-99 cel→digital : 过渡期,更干净的涂色,1–2 级阴影,首次数字
                合成,BG 仍为手绘,轻微色带
  2000-10 digital : 平涂数字上色,常见 2 级阴影,边缘光出现,
                BG 为数字绘制但仍有柔和边缘与细节
  2011+ digital : 允许 2 级阴影 + 渐变,但仅在摄影后期环节,
                强烈光晕与柔化,BG 参考照片绘制,细线条

调度 :: TIER → 细节预算(这就是写实程度的杠杆)
  tv_weekly : 线稿数量最少,简单的阴影形状,BG 看起来像重复使用,
              角色按 3 帧保持(on 3s),无复杂特效
  tv_premium: 关键帧中线条细节更多,面部 2 级阴影
  film      : 密集线稿,遵循真实解剖结构的复杂阴影形状,
              高度细致的 BG,细微效果层,很少保持停帧
  ova       : 电影级细节,更深色调,更成熟的体型比例

调度 :: TIME → 色板配色组 + 阴影方向 + 摄影调色
  morning        : 冷蓝与淡黄,长阴影,干净光晕
  midday         : 高调,最少阴影,室外饱和绿
  late_afternoon : 暖赭石/玫瑰色 BG,长长的水平阴影,透过窗户的
                   强烈光晕,浮尘,整体叠加橙色渐变映射
  dusk           : 品红到靛蓝的 BG,剪影,单侧暖边缘光
  night          : 深蓝紫,冷色阴影配色,实用光源作为光晕
                   来源,角色仅在有光源合理性处被照亮

不变法则  // 不随任何输入变化
  L_BG        : 手绘,无描边,细节多于角色
  L_LINE      : 线宽恒定,末端收细,皮肤用深棕而非黑色
  L_FILL      : 平涂,无渐变,无纹理,无噪点
  L_SHADOW    : 硬边,{ERA.steps} 级阴影,一个独立的偏冷配色——
                不是基础色相乘。边界是一条画出来的线。
  L_HIGHLIGHT : 平涂、硬边、稀疏。头发只有一道高光带。眼睛的高光
                形状固定,不跟随光源。
  L_FX        : 画出来的离散元素,绝不是粒子模拟
  L_PHOTO     : 唯一允许柔和渐变的层——光晕、柔化、
                调色、颗粒,作用于合并后的画面

禁止
  ✗ 角色上的渐变阴影   ✗ 柔和的阴影边缘
  ✗ 背景元素上的描边     ✗ 角色细节超过 BG
  ✗ 线宽随光线变化      ✗ 皮肤上的逐像素镜面高光
  ✗ BG 上的摄影景深虚化(手绘柔化 ≠ 镜头虚化)

渲染
  Anime still,{ERA.medium},{TIER} 制作。{CHARACTER} 在 {SETTING},
  {TIME}。{TIME.palette}。背景按 {L_BG} 绘制。角色为
  {L_LINE}、{L_FILL},阴影为 {ERA.steps} 级硬边
  偏冷配色,任何地方都没有柔和衰减。{L_HIGHLIGHT}。{TIME.fx}。
  覆盖在最上层:{L_PHOTO}。{MOOD.pose_hold}。

校验
  shadow_boundary_gradient ≈ 0px · shadow_steps == ERA.steps
  detail(BG) > detail(character) · line_weight_variance ≈ 0
  每一处柔和渐变都源自 L_PHOTO

溯源

原作者
Gdgtify
发布日期
2026-09-22
原始出处
查看原帖 ↗
收录来源
xianyu110/awesome-gpt-image2.5 · 2102302629661647182 · MIT