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。




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