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Fluorescent Foam Logo Hero

Fluorescent Foam Logo Hero — 1

提示词

[BRAND NAME] | [COLOR]

CORE RULE: The fluid mass must take the exact shape of the [BRAND NAME] logo — not a circle, not a blob, not an oval. The outer silhouette of the fluid IS the logo outline, identical to the canonical trademark. If you cover the bubble texture and look only at the silhouette, you must immediately recognize [BRAND NAME]. This is the single most important rule and overrides everything else.

Create a hero image as a Macro Fluid Photographer and CGI Art Director: the brand logo formed entirely from living fluorescent foam and bubble liquid — as if poured into a logo-shaped mold on a black surface, captured at peak bubble activity. References: macro fluid photography, fluorescent paint foam art, soap bubble macro photography.

PHASE 0: LOGO GEOMETRY IS LAW
Use the 100% canonical [BRAND NAME] trademark silhouette — every curve, angle, and proportion exactly as trademarked. This silhouette is the rigid mold. The fluid fills its interior. The outer boundary of the fluid mass IS the logo outline — precise and hard. Gaps in the logo design show pure black background. No container (no circle, oval, badge, or frame). Correct canonical upright orientation — not rotated, flipped, or tilted. Zero fluid, bubbles, or droplets outside the logo boundary. When fluid physics conflict with logo geometry — geometry wins always. Apply [COLOR] as the fluid foam color throughout in maximum fluorescent saturation.

PHASE 1: FLUID MATERIAL
The logo is filled with a single viscous fluid in two physical states simultaneously. NOT water — thick, surface-tension-dominant, like fluorescent soap foam or colored slime. Base: [COLOR] at maximum fluorescent saturation, self-luminous, UV-reactive quality. Tonal variation within [COLOR] only: bubble membrane walls 35-45% lighter (near-transparent); mid-thickness zones pure saturated [COLOR]; deep liquid pools 25-35% darker. Liquid surface: high gloss, wet, shiny, broad specular reflection. Foam membranes: lower gloss, subtle soap film iridescence.

PHASE 2: BUBBLE ARCHITECTURE
Full size hierarchy across foam zone only. Large anchor bubbles 10-18mm, 4-8 count. Medium 4-9mm, 15-25 count. Small 1.5-3mm, 30-50 count. Micro 0.5-1mm, 50-100+ count. Each bubble: physically accurate air sphere in thin colored membrane 0.1-0.3mm thick, semi-transparent. Dome highlight: bright white crescent arc in upper-left, 15-20% of dome surface, soft-edged, white. Burst holes: 3-8 irregular dark voids in foam zone only, never at logo boundary edges.

PHASE 3: DUAL-STATE CONTRAST
Left zone — foam state: dense chaotic foam with full bubble hierarchy, strictly within logo silhouette, no bubbles at or beyond the edge. Right zone — liquid state: smooth continuous mass, bubbles absent (max 2-3 micro at transition edge), high gloss with broad soft specular highlight toward upper-left. Transition zone: 8-15mm wide gradual transition at vertical center. Both foam and liquid sides terminate exactly at the canonical logo outline — clean edge, no ragged silhouette. NO splatter, droplets, spray, or tendrils beyond the boundary.

PHASE 4: LIGHTING
Primary: large softbox upper-LEFT at 20-30 degrees from vertical, 5500K neutral white. Left and upper-left surfaces brighter, right relatively darker. All bubble dome highlights in upper-left. Liquid zone specular toward upper-left. Micro-shadows from bubbles fall lower-right, 0.5-1mm. Secondary: 8-10% cool ambient from above. No fill from right, no rim light, no colored light.

PHASE 5: COMPOSITION
Background: absolute black  zero texture, zero noise. Aspect ratio 1:1. Logo occupies 60-70% of frame, centered. Camera: directly overhead, perfectly perpendicular, zero perspective distortion, zero rotation. Pure top-down macro. Sharp depth of field across entire surface.

PHASE 6: TECH SPECS
Houdini FLIP fluid simulation + Redshift/Octane or equivalent photorealistic CGI. Fluid simulation domain bounded by logo silhouette — cannot escape boundary. Real FLIP geometry per bubble, not texture map. Bubble membranes: thin-shell geometry, IOR 1.33, transmission 0.7-0.85, thin-film iridescence. Liquid zone: smooth FLIP mesh, roughness 0.02-0.05. Foam: fluorescent shader, emissive 0.05-0.1, SSS 2-4mm. Area light 80x80cm upper-left 20-30 degrees, 5500K. HDRI ambient 8-10% neutral gray. Ray tracing 12+ bounces, caustics on, sampling 2048+, max anti-aliasing. No film grain, no post-process.

FINAL CHECK: (1) Does the fluid silhouette exactly match the [BRAND NAME] logo? (2) Is it inside a container? If yes, regenerate. (3) Any fluid outside the boundary? If yes, regenerate. (4) Both foam and liquid states visible? If no, regenerate.

中文译文

[BRAND NAME] | [COLOR]

核心规则:流体团必须呈现 [BRAND NAME] logo 的精确形状——不是圆形,不是一团,不是椭圆形。流体的外部轮廓就是 logo 的外形轮廓,与官方商标完全一致。如果你遮住气泡纹理、只看轮廓,必须能立刻认出 [BRAND NAME]。这是最重要的一条规则,凌驾于其他一切之上。

以微距流体摄影师与 CGI 艺术指导的身份创作一张主视觉:品牌 logo 完全由鲜活的荧光泡沫与气泡液体构成——仿佛被倒入黑色表面上 logo 形状的模具中,在气泡活动最盛的时刻拍摄。参考:微距流体摄影、荧光颜料泡沫艺术、肥皂泡微距摄影。

阶段 0:LOGO 几何即法则
使用 100% 官方 [BRAND NAME] 商标轮廓——每一处曲线、角度与比例都与注册商标完全一致。该轮廓是刚性模具。流体填充其内部。流体团的外边界就是 logo 轮廓——精准而硬朗。logo 设计中的空隙显露纯黑背景。没有容器(没有圆形、椭圆、徽章或边框)。正确的官方正立方向——不旋转、不翻转、不倾斜。logo 边界之外零流体、零气泡、零液滴。当流体物理与 logo 几何发生冲突时——几何永远胜出。整体以 [COLOR] 作为流体泡沫的颜色,达到最高荧光饱和度。

阶段 1:流体材质
logo 内部填充单一黏稠流体,同时以两种物理状态存在。不是水——而是浓稠、以表面张力为主导的质地,像荧光皂泡或彩色史莱姆。基色:[COLOR],最高荧光饱和度,自发光,具备 UV 反应质感。色调变化仅在 [COLOR] 内部:气泡膜壁亮 35-45%(近乎透明);中等厚度区域为纯饱和 [COLOR];深层液体池暗 25-35%。液体表面:高光泽、湿润、闪亮,宽阔的镜面反射。泡沫膜:较低光泽,细腻的皂膜虹彩。

阶段 2:气泡结构
完整尺寸层级仅分布于泡沫区域。大锚定气泡 10-18mm,4-8 个。中等 4-9mm,15-25 个。小 1.5-3mm,30-50 个。微型 0.5-1mm,50-100+ 个。每个气泡:物理准确的空气球体,包裹在 0.1-0.3mm 厚、半透明的彩色薄膜中。穹顶高光:位于左上方的明亮白色月牙弧,占穹顶表面 15-20%,边缘柔和,白色。破裂孔洞:仅位于泡沫区域内的 3-8 个不规则暗色空洞,绝不位于 logo 边界边缘。

阶段 3:双状态对比
左侧区域——泡沫状态:密集混沌的泡沫,具备完整气泡层级,严格位于 logo 轮廓之内,边缘处及边缘之外都没有气泡。右侧区域——液体状态:平滑连续的流体团,无气泡(仅在过渡边缘最多 2-3 个微型气泡),高光泽,朝左上方有宽阔柔和的高光。过渡区:位于垂直中央、宽 8-15mm 的渐变过渡。泡沫侧与液体侧都精确终止于官方 logo 轮廓——边缘干净,轮廓不毛糙。边界之外没有飞溅、液滴、喷雾或丝状延伸。

阶段 4:光照
主光:大型柔光箱位于左上,与垂直方向成 20-30 度,5500K 中性白。左侧与左上表面更亮,右侧相对更暗。所有气泡穹顶高光都位于左上方。液体区域的镜面反射朝向左上方。气泡产生的微阴影投向右下方,0.5-1mm。辅光:来自上方 8-10% 的冷调环境光。右侧不补光,无轮廓光,无彩色光。

阶段 5:构图
背景:绝对黑色,零纹理,零噪点。宽高比 1:1。logo 占画面 60-70%,居中。相机:正上方俯拍,完全垂直,零透视畸变,零旋转。纯粹的正俯视微距。整个表面锐利景深。

阶段 6:技术规格
Houdini FLIP 流体模拟 + Redshift/Octane 或同等照片级 CGI。流体模拟域以 logo 轮廓为界——无法逃出边界。每个气泡使用真实 FLIP 几何体,而非纹理贴图。气泡膜:薄壳几何体,IOR 1.33,transmission 0.7-0.85,薄膜虹彩。液体区域:光滑 FLIP 网格,roughness 0.02-0.05。泡沫:荧光着色器,emissive 0.05-0.1,SSS 2-4mm。面光源 80x80cm,位于左上方 20-30 度,5500K。HDRI 环境光 8-10% 中性灰。光线追踪 12+ 次反弹,开启 caustics,采样 2048+,最高抗锯齿。无胶片颗粒,无后期处理。

最终检查:(1) 流体轮廓是否与 [BRAND NAME] logo 完全吻合?(2) 它是否位于容器内?如果是,重新生成。(3) 边界外是否有任何流体?如果是,重新生成。(4) 泡沫与液体两种状态是否都可见?如果否,重新生成。

溯源

原作者
iamaiistudio
发布日期
2026-06-22(由推文 ID 反解)
原始出处
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收录来源
EvoLinkAI/awesome-gpt-image-2-API-and-Prompts · 2069135898265125326 · CC0-1.0
youart-open-source/awesome-gpt-image-2-5-prompts · 2069135898265125326 · CC0-1.0 / CC-BY-4.0 (upstream-stated; see ATTRIBUTION.md)
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