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8 Commits
e2c1415156
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4e03ed7197
| Author | SHA1 | Date | |
|---|---|---|---|
| 4e03ed7197 | |||
| fb962ba919 | |||
| 3f8ebae7f0 | |||
| e7a417dea7 | |||
| 005d748a4a | |||
| ca13cf8757 | |||
| ce54a65abb | |||
| 73b0860fe5 |
@@ -1,6 +1,6 @@
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{
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"jianyingDraftPath": "/Users/lc/Movies/JianyingPro/User Data/Projects/com.lveditor.draft",
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"capcutMateDir": "C:/Users/45070/capcut-mate",
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"jianyingDraftPath": "/Users/lc/Movies/JianyingPro/User Data/Projects/com.lveditor.draft",
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"capcutMateDir": "/Users/lc/capcut-mate",
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"capcutMateApiBase": "http://capcut.muyetools.cn/openapi/capcut-mate/v1",
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"imgbbApiKey": "deprecated",
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"geminiApiBaseUrl": "https://yunwu.ai",
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@@ -34,4 +34,4 @@
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"ttsModel": "cosyvoice-v3.5-plus",
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"ttsVoice": "cosyvoice-v3.5-plus-bailian-fa8787c0f70b4ba2a907c35511e6a6f6",
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"ttsLanguage": "Chinese"
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}
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}
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@@ -25,6 +25,7 @@ const {
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addImages, addVideos, addSlotsLocally,
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addVoiceover, addBGM,
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addSubtitles,
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consolidateTracks,
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addEffects, addFilter,
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} = require('./lib/capcut-tracks')
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const { saveManifest } = require('./lib/pipeline-utils')
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@@ -229,7 +230,7 @@ async function assemble(args) {
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const steps = []
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if (mode === 'images') steps.push('upload')
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steps.push('draft', 'materials', 'kenburns', 'audio_oss', 'voiceover', 'audio', 'subtitles', 'effects', 'filter', 'save', 'sync')
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steps.push('draft', 'materials', 'kenburns', 'audio_oss', 'voiceover', 'audio', 'subtitles', 'effects', 'filter', 'save', 'sync', 'consolidate')
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const totalSteps = steps.length
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let step = 0
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@@ -407,6 +408,10 @@ async function assemble(args) {
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await syncToLocalJianying(draftUrl, draftId, totalDurationUs)
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console.log(' 同步完成\n')
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// -- 合并同类型轨道(TTS 逐条降级时每条独占一个轨道)--
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step++; console.log(`[${step}/${totalSteps}] 合并同类型轨道...`)
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consolidateTracks(draftId)
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// -- 视频轨道 slot 写入(在 syncToLocalJianying 之后执行,此时本地草稿文件已存在)--
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if (mode !== 'images') {
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step++; console.log(`[${step}/${totalSteps}] 写入视频轨道时间线...`)
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@@ -40,7 +40,7 @@ async function api(endpoint, data = {}, timeout = 60000) {
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? await axios.get(url, { params: data, timeout })
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: await axios.post(url, data, { timeout })
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if (res.data.code !== undefined && res.data.code !== 0) {
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throw new Error(`API [${endpoint}] 返回错误: ${res.data.message}`)
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throw new Error(`API [${endpoint}] 返回错误: ${res.data.message} | detail: ${JSON.stringify(res.data).slice(0, 300)}`)
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}
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return res.data
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} catch (err) {
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@@ -458,6 +458,74 @@ function generateUUID() {
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})
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}
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// ============================================================================
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// 本地轨道合并 — 将同一类型的多个轨道合并为一个
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// 背景:远端 add_audios / add_captions 每次调用都会创建新轨道。
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// 批量添加失败降级为逐条调用时,会导致每条 segment 独占一个轨道。
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// 此函数在 sync 后读取本地 draft_content.json,合并同类型轨道。
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// ============================================================================
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function consolidateTracks(draftId) {
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const jianyingPath = getConfig().jianyingDraftPath
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const draftPath = path.join(jianyingPath, draftId, 'draft_content.json')
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if (!fs.existsSync(draftPath)) {
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console.log(' 本地草稿不存在,跳过轨道合并')
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return
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}
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let draft
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try {
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draft = JSON.parse(fs.readFileSync(draftPath, 'utf-8'))
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} catch {
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console.log(' draft_content.json 读取失败,跳过轨道合并')
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return
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}
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const tracks = draft.tracks || []
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for (const trackType of ['audio', 'text']) {
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const sameTypeTracks = tracks.filter(t => t.type === trackType && t.segments && t.segments.length > 0)
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if (sameTypeTracks.length <= 1) continue
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// 以第一个轨道为主,将其他轨道的 segments 合并进来
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const primary = sameTypeTracks[0]
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for (let i = 1; i < sameTypeTracks.length; i++) {
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primary.segments.push(...sameTypeTracks[i].segments)
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sameTypeTracks[i].segments = []
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}
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// 去重:同 start 只保留第一个(批量失败→逐条降级时首段会重复)
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const seen = new Set()
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const deduped = []
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for (const seg of primary.segments) {
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const key = seg.target_timerange?.start ?? seg.start_time ?? null
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if (key == null || seen.has(key)) continue
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seen.add(key)
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deduped.push(seg)
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}
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const dupCount = primary.segments.length - deduped.length
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primary.segments = deduped
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// 按 start 排序
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primary.segments.sort((a, b) => {
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const aStart = a.target_timerange?.start ?? a.start_time ?? 0
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const bStart = b.target_timerange?.start ?? b.start_time ?? 0
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return aStart - bStart
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})
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console.log(` 已合并 ${sameTypeTracks.length} 条 ${trackType} 轨道 → 1 条 (${primary.segments.length} 段)${dupCount > 0 ? ` 去重 ${dupCount} 段` : ''}`)
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}
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// 移除空轨道(segments 为空的非 video 轨道)
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draft.tracks = tracks.filter(t => {
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if (t.type === 'video') return true
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if (t.type === 'effect' || t.type === 'filter') return true
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return t.segments && t.segments.length > 0
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})
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fs.writeFileSync(draftPath, JSON.stringify(draft, null, 2), 'utf-8')
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triggerDirScan(path.dirname(draftPath))
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}
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const { execFile } = require('child_process')
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function triggerDirScan(dir) {
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@@ -484,33 +552,36 @@ async function addVoiceover(draftUrl, inputDir, items, timeline, audioUrls = {})
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if (!item.audio) continue
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if (item.segments && item.segments.length > 0) {
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// 使用 segments 精确添加
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// 使用 segments 精确添加,end 裁剪到 slot 边界防止跨场景重叠
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for (const seg of item.segments) {
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if (!seg.audio || seg.error) continue
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const audioUrl = seg.audio.startsWith('http')
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? seg.audio
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: (audioUrls[seg.audio] || path.resolve(inputDir, seg.audio))
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const segDurUs = Math.round(seg.duration * US)
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const segStartUs = tl.start + Math.round(seg.startOffset * US)
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const segEndUs = Math.min(segStartUs + Math.round(seg.duration * US), tl.end)
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const actualDurUs = segEndUs - segStartUs
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segmentsFlat.push({
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audio_url: audioUrl,
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start: segStartUs,
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end: segStartUs + segDurUs,
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duration: segDurUs,
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end: segEndUs,
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duration: actualDurUs,
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volume: 1.0,
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})
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}
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} else {
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// 降级:整段添加
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// 降级:整段添加,end 裁剪到 slot 边界
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const audioUrl = item.audio.startsWith('http')
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? item.audio
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: (audioUrls[item.audio] || path.resolve(inputDir, item.audio))
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const audioDurUs = item.audioDuration ? item.audioDuration * US : tl.duration
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const endUs = Math.min(tl.start + audioDurUs, tl.end)
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const actualDurUs = endUs - tl.start
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segmentsFlat.push({
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audio_url: audioUrl,
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start: tl.start,
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end: tl.start + audioDurUs,
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duration: audioDurUs,
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end: endUs,
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duration: actualDurUs,
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volume: 1.0,
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})
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}
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@@ -598,15 +669,15 @@ async function addSubtitles(draftUrl, items, timeline, style = {}, split = false
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const tl = timeline[i]
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if (split && item.segments && item.segments.length > 0) {
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// 精确字幕模式:使用 segments 实测时长,逐段添加字幕
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// 精确字幕模式,end 裁剪到 slot 边界防止跨场景重叠
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for (const seg of item.segments) {
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if (seg.error || !seg.text) continue
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const segStartUs = tl.start + Math.round(seg.startOffset * US)
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const segDurUs = Math.round(seg.duration * US)
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const segEndUs = Math.min(segStartUs + Math.round(seg.duration * US), tl.end)
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const cap = {
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start: segStartUs,
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end: segStartUs + segDurUs,
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end: segEndUs,
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text: seg.text,
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}
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@@ -819,6 +890,7 @@ module.exports = {
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addKeywordOverlays,
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addSlots,
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addSlotsLocally,
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consolidateTracks,
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addEffects,
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addFilter,
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}
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@@ -155,6 +155,9 @@ function registerDraft(draftId, draftName, totalDurationUs) {
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const rootMetaPath = path.join(jianyingDraftPath, 'root_meta_info.json')
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const draftDir = path.join(jianyingDraftPath, draftId)
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if (!fs.existsSync(rootMetaPath)) {
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fs.writeFileSync(rootMetaPath, JSON.stringify({ all_draft_store: [] }, null, 4), 'utf-8')
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}
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const rootMeta = JSON.parse(fs.readFileSync(rootMetaPath, 'utf-8'))
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if (rootMeta.all_draft_store.some(d => d.draft_fold_path === winPath(draftDir))) {
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console.log(' 已注册,跳过')
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2
.gitignore
vendored
2
.gitignore
vendored
@@ -2,7 +2,7 @@
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node_modules/
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config.json
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.claude/skills/config.json
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# Local settings
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.claude/settings.local.json
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@@ -106,9 +106,9 @@ TTS 估算 = 文案字数 ÷ 5
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- 禁止只写姿态、状态、表情——没有动作的 shotDesc 在视频层无效
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- 人物一律时尚有型:urban fashion / streetwear / modern clothing
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**Step 6 — 五维自评**
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**Step 6 — shotDesc 质量规则检查**
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每个 Shot 自评五维(见§吸引力维度),不合格打回重写。
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每个 Shot 必须满足以下全部硬性规则(见§shotDesc 质量规则),违反任一条则重写该 shot。
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**Step 7 — 输出**
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@@ -152,10 +152,12 @@ TTS 估算 = 文案字数 ÷ 5
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- [ ] shotDesc 是否脱节?→ 脱节则重写
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- [ ] 人物描述是否为都市时尚方向?(禁止土气/邋遢)
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**五维自评:**
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- [ ] 冲突强度/视觉锚点/动态张力/概念对应/画面冲击度自评完成
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- [ ] 第一个 Shot 冲突强度为 A?
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- [ ] 任何维度出现 D/F → 该 shot 重写
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**shotDesc 质量规则:**
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- [ ] shotDesc 包含明确的冲突或矛盾(禁止纯静态陈述)
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- [ ] shotDesc 包含至少一个具体可辨识的视觉锚点物件
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- [ ] shotDesc 包含完整的动作弧(起点→终点,肉眼可见幅度)
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- [ ] shotDesc 画面直击文案核心论点(禁止与文案脱节)
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- [ ] 第一个 Shot 必须包含强冲突 + 高冲击力画面(禁止纯走路/站立/坐着开场)
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---
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@@ -264,26 +266,20 @@ S5 script = "他们看不清利益的理由。"(10字,TTS=2.0s)
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从旁白动词提取动作意象,字面化为画面中正在发生的动作。
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旁白为概念型时:从核心张力提取象征物完成物理状态变化。
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### 吸引力维度
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### shotDesc 质量规则(硬性,违反则重写)
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| 维度 | A(强) | B(可接受) | C(勉强) | D/F(不合格) |
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|------|--------|-----------|---------|--------------|
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| **冲突强度** | 明确的冲突或矛盾 | 有潜在冲突但间接 | 平和无张力 | 纯静态陈述 |
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| **视觉锚点** | 第一眼锁定具体物件,冲击力强 | 有锚点但不够 | 锚点模糊 | 没有锚点 |
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| **动态张力** | 动作弧清晰,观众想看下一秒 | 有动作但幅度小 | 动作不可见/不可信 | 纯静止 |
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| **概念对应** | 画面直击文案核心论点 | 需思考才能对应 | 画面与文案脱节 | — |
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| **画面冲击度** | 有令人不安或被吸引的瞬间 | 冲击力一般 | 平淡无奇 | — |
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**每条 shotDesc 必须同时满足以下 5 条:**
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**Shot 开头的强制要求:**
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- 冲突强度必须为 A
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- 画面冲击度必须为 A 或 B
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1. **冲突**:包含明确的冲突、矛盾或对抗关系。禁止纯静态陈述、纯姿态描写
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2. **视觉锚点**:包含至少一个具体可辨识的物件/元素,观众第一眼能锁定
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3. **动作弧**:包含完整动作(起点→终点),幅度肉眼可见、可信。禁止纯静止
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4. **概念对应**:画面直击当前 script 的核心论点,不脱节
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5. **画面冲击力**:有令人不安或被吸引的瞬间,非平淡无奇
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**第一个 Shot 额外要求:**
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- 必须包含强冲突 + 高冲击力
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- 禁止纯走路/站立/坐着等无冲突开场
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**自评规则:**
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- 任何维度出现 D → 该 shot 必须重写
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- 冲突强度出现 C → 必须强化
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- 第一个 Shot 冲突强度非 A → 整组重做
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### 冲突来源
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- 文案有明确行为动作 → shotDesc 完整呈现该动作弧
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@@ -2,7 +2,7 @@
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|
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## 一、角色定义
|
||||
|
||||
你是一位专精图片生成模型的提示词工程师,具备深厚的视觉叙事能力和时尚视觉设计能力。
|
||||
你是一位专精图片生成模型的提示词工程师,具备深厚的视觉叙事能力、时尚视觉设计能力和光影设计能力。
|
||||
|
||||
你的唯一任务是:将输入的分镜描述(shotDesc)作为核心内容依据,结合旁白语义、文案上下文,以及上游指定的导演风格,生成一条可直接送给图片生成模型的完整 imagePrompt。
|
||||
|
||||
@@ -18,12 +18,6 @@
|
||||
- 师傅/道长 → 现代都市版时尚改良款,非古装
|
||||
- **给什么内容都画成时尚好看有吸引力的都市感——好看是第一优先级**
|
||||
|
||||
你是一位专精图片生成模型的提示词工程师,具备深厚的视觉叙事能力和光影设计能力。
|
||||
|
||||
你的唯一任务是:将输入的分镜描述(shotDesc)作为核心内容依据,结合旁白语义、文案上下文,以及上游指定的导演风格,生成一条可直接送给图片生成模型的完整 imagePrompt。
|
||||
|
||||
重要前提:你生成的图片是下游视频片段的起始帧。构图和姿态必须是「即将发生」的瞬间,而非「已完成」的状态。
|
||||
|
||||
## 二、入参说明与权重关系(严格遵守)
|
||||
|
||||
| 参数 | 角色 | 使用规则 |
|
||||
|
||||
@@ -35,9 +35,10 @@
|
||||
- 纯呼吸/眨眼/手指轻点作为完整动作弧
|
||||
- 动作幅度过小,无法支撑 5-6s 视频
|
||||
|
||||
**动作幅度评估(自检):**
|
||||
> 看完这段 videoPrompt,运动主体有没有跨过画面的大位移?有没有物件被显著移动?肢体有没有大幅伸展或收缩?
|
||||
> 如果没有 → 重写动作设计。
|
||||
**动作幅度硬性规则(违反则重写):**
|
||||
- 运动主体必须有跨过画面的大位移,或者有物件被显著移动
|
||||
- 肢体必须有大幅伸展或收缩
|
||||
- 禁止只有手部/面部微动、呼吸、眨眼等微小动作
|
||||
|
||||
## 四、账号视觉运动基调
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"id": "瞬息实验室",
|
||||
"name": "瞬息实验室",
|
||||
"description": "正在腐烂的梦——梦核阈限空间×克苏鲁宇宙恐怖,熟悉的童年走廊通向不该存在的维度,暖金柔光在画面边缘变质为冷蓝萤光",
|
||||
"description": "梦核阈限空间",
|
||||
"defaultFormat": "16:9",
|
||||
"imageModel": "gpt-image",
|
||||
"videoModel": "veo3-fast",
|
||||
|
||||
@@ -1,32 +1,4 @@
|
||||
# 分镜脚本生成 Agent
|
||||
|
||||
## 角色定义
|
||||
|
||||
你是专精**梦核阈限空间**的分镜导演——画面渗透着克苏鲁式的氛围不安,但不安不来自任何"东西",而来自空间本身的微差:比例偏移、光影矛盾、反射偏差、密度异常。你将一条视觉主题线索拆解为连贯的画面序列,每个镜头独立成画却又在序列中形成情绪流:从熟悉的怀念,到微妙的不对劲,最终抵达安静的领悟。
|
||||
|
||||
> **核心美学:正在褪色的梦。** 从梦核的温柔熟悉感出发,光在微妙偏移、空间比例悄悄改变、空气的密度不均匀——你感觉到了但不能确认。不是噩梦,只是这个梦似乎不完全是你的。
|
||||
|
||||
---
|
||||
|
||||
## 账号内容理解(仅供你理解上下文,不输出到分镜表)
|
||||
|
||||
- **核心方向:** 梦核主导 + 克苏鲁氛围暗示——熟悉场景中渗透着安静的不安。不安通过比例微差、光影矛盾、反射偏差实现,而非通过生物或怪物元素:走廊、泳池、教室、操场、卧室窗外
|
||||
- **目标受众:** 30-50岁核心受众,年轻人为辐射受众
|
||||
- **内容气质:** 温暖褪色为冷灰、超现实、熟悉但微妙的不对劲、安静中的不安
|
||||
- **情绪回路:** 怀念(熟悉的空间/光/物件)→ 不对劲(比例异常/光偏移/空间排列偏差)→ 安静领悟(意识到这个梦似乎不完全是你的)
|
||||
|
||||
---
|
||||
|
||||
## 宏观视觉风格方向
|
||||
|
||||
- **整体基调:** 暖金柔光为起点,朝画面边缘或时间线后端变质为冷蓝绿萤光与暗紫——光在画面中发生了不该发生的变化
|
||||
- **风格大类:** 超写实电影级摄影——摄影语言优先(景深、布光、镜头选择),内容为阈限空间中空间微差的缓慢显现
|
||||
- **人物气质:** 若出现人物,气质为宁静但逐渐困惑——背影、远景、剪影、悬浮在水中、站在走廊尽头。不是恐惧的表情,而是刚刚注意到什么不太对的表情
|
||||
- **场景基调:** 阈限空间(走廊/泳池/教室/操场/卧室)正在悄悄偏移——比例微差、不该有雾的地方起雾、光源色温渐变、反射与实物有微小偏差
|
||||
- **禁止出现:** 明亮锐利的商业广告感、过度饱和的鲜艳色彩、血腥暴力、怪物/生物/眼睛/触手/身体变异(禁止任何具象恐怖生物元素)、纯冷色调(暖光是梦核的灵魂)
|
||||
- **关于氛围不安:** 克苏鲁不在画面中——它在空气里。不安通过五条路径实现:① **比例微差**——门框太高、走廊太长、天花板太远、桌椅太小,一切看起来正常但量起来不对;② **光影矛盾**——同一空间存在两种不同色温的光,但第二个光源的物理来源找不到;某道影子的长度或方向与同一光源下的其他影子不一致;③ **反射偏差**——镜面倒影中物件的位置与现实有微小偏移,或反射中的光色与实物不一致;④ **雾的异常**——不该有雾的空间弥漫着薄霭,且雾的密度不均匀,某区域更浓、遮挡光线的方式不同;⑤ **心理悬置**——不安来自「这里和记忆中不太一样」的困惑,而非「那里有什么」
|
||||
|
||||
---
|
||||
# 分镜脚本生成 Agent v2|瞬息实验室账号专版
|
||||
|
||||
## 输入格式
|
||||
|
||||
@@ -39,54 +11,103 @@
|
||||
|
||||
---
|
||||
|
||||
## 风格锚定(内部执行,不输出)
|
||||
|
||||
**核心美学:正在褪色的梦。** 从梦核的温柔熟悉感出发——一切看起来正常,甚至过于干净。但光在微妙偏移、空间比例悄悄改变、空气密度不均匀——观众感觉到了但不能确认。不是噩梦,只是这个梦似乎不完全是你的。
|
||||
|
||||
**画风定义:** 超写实电影级摄影,梦核阈限空间。熟悉的童年空间(走廊、教室、泳池、操场、卧室)正在悄悄偏移——比例微差、不该有雾的地方起雾、光源色温渐变、反射与实物有微小偏差。
|
||||
|
||||
**禁止出现:** 明亮锐利商业广告感、过度饱和鲜艳色彩、血腥暴力、怪物/生物/眼睛/触手/身体变异、纯冷色调(暖光是梦核的灵魂)。
|
||||
|
||||
**情绪回路(固化铁律,全片统一):**
|
||||
怀念(30%)→ 不对劲(40%)→ 安静领悟(30%)
|
||||
|
||||
**不安实现路径(五条固化通道):**
|
||||
1. **比例微差**——门框太高、走廊太长、天花板太远、桌椅太小,一切看起来正常但量起来不对
|
||||
2. **光影矛盾**——同一空间存在两种不同色温的光,但第二个光源的物理来源找不到;某道影子的长度或方向与同一光源下的其他影子不一致
|
||||
3. **反射偏差**——镜面倒影中物件的位置与现实有微小偏移,或反射中的光色与实物不一致
|
||||
4. **雾的异常**——不该有雾的空间弥漫着薄霭,且雾的密度不均匀,某区域更浓、遮挡光线的方式不同
|
||||
5. **心理悬置**——不安来自「这里和记忆中不太一样」的困惑,而非「那里有什么」
|
||||
|
||||
**人物规则(固化):** 画面中绝对无人物、无人影、无人形轮廓。空间本身就是唯一的主角。
|
||||
|
||||
---
|
||||
|
||||
## 执行流程
|
||||
|
||||
**Step 1 — 主题锁定**
|
||||
读取【视觉主题】,锁定核心意象、情绪走向、核心阈限空间(走廊/泳池/教室/操场/卧室等)。确定本期"梦在怎么褪色"——光是怎么偏移的、空间比例是怎么悄悄改变的、什么熟悉的东西变得微妙不对。
|
||||
**Step 1 — 模式锁定**
|
||||
|
||||
**Step 2 — 视觉场景识别**
|
||||
从主题中拆解出:
|
||||
- 阈限空间载体(哪个熟悉场景承载本期内容)
|
||||
- 光偏移节点(暖→冷过渡发生在哪个 Shot,色温梯度如何变化)
|
||||
- 微差显露节奏(比例偏差/光影矛盾/反射不一致/雾密度异常何时被注意到)
|
||||
- 尺度偏移(正常比例→不对劲的尺度→无法解释的空间关系)
|
||||
纯视觉模式。shotDesc 为唯一内容载体,无 script 字段。画面内容来自【视觉主题】,不依赖口播文案。
|
||||
|
||||
**Step 2 — 主题扫描**
|
||||
|
||||
读取【视觉主题】,识别:
|
||||
- 核心意象与情绪走向
|
||||
- 主导阈限空间类型(走廊 / 泳池 / 教室 / 操场 / 卧室等)
|
||||
- 本期"梦在怎么褪色"——光是怎么偏移的、空间比例是怎么悄悄改变的
|
||||
- 整体情绪弧线(对应账号情绪回路:怀念→不对劲→安静领悟)
|
||||
- 预估各 Shot 时长
|
||||
|
||||
**Step 3 — 空间锁定**
|
||||
|
||||
根据主题的核心空间选定主导空间类型,**全部 Shot 优先使用同一空间类型,允许在情绪转折点切换 1-2 次**:
|
||||
|
||||
| 空间模式 | 空间 | 光源 | 变质方向 | 情绪 |
|
||||
|---------|------|------|---------|------|
|
||||
| `indoor` | 教室/走廊/卧室/体育馆 | 日光灯管、台灯、窗外漫射光 | 暖白炽灯→一端发绿→闪烁节奏不对 | 熟悉的封闭中有什么在缓慢醒来 |
|
||||
| `outdoor` | 操场/街道/空地/广场 | 金色时段阳光、远处街灯 | 暖金中心→边缘变质冷蓝绿+暗紫→天际线不是地平线 | 本该奔跑的开阔空间被巨物占据 |
|
||||
| `submerged` | 泳池/被淹房间/水下走廊 | 水面折射光+深水冷萤光 | 上方暖光→越深越冷→底部纯萤光→气泡静止 | 悬浮太久、上下颠倒、不知哪边是水面 |
|
||||
| `indoor` | 教室/走廊/卧室/体育馆 | 日光灯管、台灯、窗外漫射光 | 暖白炽灯→一端色温偏移→闪烁节奏不对 | 熟悉的封闭中有什么在缓慢改变 |
|
||||
| `outdoor` | 操场/街道/空地/广场 | 金色时段阳光、远处街灯 | 暖金中心→边缘变质冷蓝灰→天际线微妙不对 | 本该奔跑的开阔空间被过度的空旷占据 |
|
||||
| `submerged` | 泳池/被淹房间/水下走廊 | 水面折射光+深水冷光 | 上方暖光→越深越冷→底部冷光→气泡静止 | 悬浮太久、上下颠倒、不知哪边是水面 |
|
||||
| `threshold` | 门口/窗边/走廊尽头/门缝 | 两侧光源对抗 | 暖光从一侧照入、冷光从另一侧渗出、两道光在门槛上交战 | 该不该过去?过去了还回得来吗 |
|
||||
|
||||
**Step 3.5 — 大气锁定**
|
||||
|
||||
根据主题的气质选定大气质感层,叠加在空间之上:
|
||||
|
||||
| 大气模式 | 来源 | 核心要素 | 空气里飘着什么 | 额外光源 |
|
||||
|---------|------|---------|--------------|---------|
|
||||
| `dense-mist` | 迷雾 | 极低可见度+雾密度不均+被困空间 | 浓雾(密度不均匀) | 雾中方向不明的微光 |
|
||||
| `empty-immensity` | 梦核阈限空间+克苏鲁尺度感 | 巨大空旷+极度安静+为人群建造但空无一人的空间 | 静止微尘 | 远处残余暖光 |
|
||||
| `mirror-shift` | 梦核既视感+克苏鲁现实不稳定感 | 与现实微妙不匹配+既视感+冷灰调+光源方向异常 | 悬浮微尘静止 | 位置异常的反常暖光+冷灰漫射基底 |
|
||||
| 大气模式 | 核心要素 | 空气里飘着什么 | 额外光源 |
|
||||
|---------|------|--------------|---------|
|
||||
| `dense-mist` | 极低可见度+雾密度不均+被困空间 | 浓雾(密度不均匀) | 雾中方向不明的微光 |
|
||||
| `empty-immensity` | 巨大空旷+极度安静+为人群建造但空无一人的空间 | 静止微尘 | 远处残余暖光 |
|
||||
| `mirror-shift` | 与现实微妙不匹配+既视感+冷灰调+光源方向异常 | 悬浮微尘静止 | 位置异常的反常暖光+冷灰漫射基底 |
|
||||
|
||||
**Step 4 — 切割**
|
||||
按视觉节奏节点切割,每段 4-10 秒。切割原则:
|
||||
**Step 4 — 时长规划与切割**
|
||||
|
||||
时间线规则(固化):
|
||||
- 纯视觉模式:每个 Shot 4-10 秒
|
||||
- 节奏分配:怀念(前 30%)→ 不对劲(中 40%)→ 安静领悟(后 30%)
|
||||
- 景别交替:远景→中景→特写→远景,禁止连续同景别
|
||||
- **光偏移交替:** 暖光主导→冷暖交界→冷光渗透→微弱暖光残留,形成不稳定的呼吸感
|
||||
- 光偏移交替:暖光主导→冷暖交界→冷光渗透→微弱暖光残留,形成不稳定的呼吸感
|
||||
- 微差显露节奏:一切正常→余光注意到什么→细看比例不对→无法解释的空间关系
|
||||
- 节奏分配:前段(怀念/熟悉)占 30%、中段(不对劲/光偏移)占 40%、尾段(安静领悟)占 30%
|
||||
|
||||
切割原则:
|
||||
- 每个 Shot 独立成画,在序列中形成情绪流
|
||||
- 同景别、同光偏移状态不得连续出现
|
||||
- 每段时长与情绪弧线位置匹配
|
||||
|
||||
**Step 5 — shotDesc 生成**
|
||||
|
||||
纯视觉模式(40-70 词英文):
|
||||
|
||||
主体 + 状态/姿态 + 阈限空间环境 + 光偏移状态(暖→冷过渡描述)+ 微差暗示(比例偏差/光影矛盾/反射不一致/雾密度异常——必须是具体可画的视觉元素,非抽象恐怖)+ 构图张力(空间关系/视觉隐喻/情绪悬置)
|
||||
主体 + 状态/姿态 + 阈限空间环境 + 光偏移状态(暖→冷过渡描述)+ 微差暗示(比例偏差/光影矛盾/反射不一致/雾密度异常——必须是具体可画的视觉元素)+ 构图张力(空间关系/视觉隐喻/情绪悬置)
|
||||
|
||||
→ shotDesc 必须独立成立——每一帧都是一张完整的摄影作品。同时必须是"熟悉但比例似乎不太对"的画面——观众能明确看到画面上有什么,但无法确认它是否正确。
|
||||
→ shotDesc 必须独立成立——每一帧都是一张完整的摄影作品。同时必须是「熟悉但比例似乎不太对」的画面——观众能明确看到画面上有什么,但无法确认它是否正确。
|
||||
|
||||
**Step 6 — shotDesc 质量规则检查**
|
||||
|
||||
每个 Shot 必须满足以下全部硬性规则(违反任一条则重写该 shot):
|
||||
|
||||
1. **熟悉锚点**:画面中至少有一个日常空间的熟悉元素(走廊/教室/泳池/灯/窗/秋千/课桌等)
|
||||
2. **微差可见**:至少含一种具体可画的微差(比例偏差/反射偏移/影子不一致/雾密度不均/光源色温矛盾)
|
||||
3. **光偏移**:画面中暖→冷的色彩过渡明确(中心暖、边缘冷的渐变,或两个不同色温光源的矛盾)
|
||||
4. **景别对比**:与上一帧景别/构图/视角有明确变化(禁止连续同景别)
|
||||
5. **情绪匹配**:光偏移状态与当前情绪弧线位置匹配(怀念→暖金主导 / 不对劲→冷暖交界 / 安静领悟→冷光渗透+微弱暖光残留)
|
||||
6. **独立成立**:shotDesc 可独立作为一张完整摄影作品,不依赖跨 Shot 叙事
|
||||
|
||||
**第一个 Shot 额外要求:**
|
||||
- 必须建立本期核心空间——让观众第一眼就认出"这是哪里"
|
||||
- 暖金主导,从"熟悉/怀念"出发
|
||||
- 微差藏在细节中(余光级),不占据画面中心
|
||||
|
||||
**Step 7 — 输出**
|
||||
|
||||
**Step 6 — 输出**
|
||||
先输出总览行,再输出 JSON。
|
||||
|
||||
---
|
||||
@@ -101,7 +122,7 @@
|
||||
[
|
||||
{
|
||||
"id": 1,
|
||||
"shotDesc": "英文画面描述(40-70词)—— 阈限空间 + 光变质 + 大气质感 + 异化迹象 + 构图张力",
|
||||
"shotDesc": "英文画面描述(40-70词)—— 阈限空间 + 光变质 + 大气质感 + 微差迹象 + 构图张力",
|
||||
"keyword": "2-6字氛围词(可选)",
|
||||
"duration": 5,
|
||||
"spaceLight": "indoor | outdoor | submerged | threshold",
|
||||
@@ -114,26 +135,31 @@
|
||||
|
||||
---
|
||||
|
||||
## 自检清单(每条 Shot 输出前执行)
|
||||
## 生成规则(强制,违反则重写)
|
||||
|
||||
**每条 Shot:**
|
||||
- [ ] 这帧图片独立存在时,用户会被"熟悉但微妙不对"吸引吗?→ 否则重写
|
||||
- [ ] 与上一帧景别/构图/视角是否有对比变化?→ 连续同景别禁止
|
||||
- [ ] 光偏移状态与当前情绪弧线位置匹配?(怀念→暖金主导 / 不对劲→冷暖交界 / 安静领悟→冷光渗透+微弱暖光残留)
|
||||
- [ ] 画面中有至少一个"熟悉"锚点(走廊/教室/泳池/灯/窗/秋千/课桌等日常物)吗?
|
||||
- [ ] 微差是否藏在细节中(比例/反射/影子/雾密度/光源方向)而非占据画面中心?
|
||||
- [ ] 微差必须是具体可画的视觉元素(门框比旁边的高/影子比别人长/镜子反射位置偏移),非抽象隐喻?
|
||||
### 每条 Shot 必须遵守
|
||||
|
||||
**全局(JSON 完成后执行):**
|
||||
- [ ] 情绪弧线完整:怀念→不对劲→安静领悟,三个阶段画面比例合理?
|
||||
- [ ] 光偏移节奏有呼吸感?(暖冷交替,非单调变冷或一直暖)
|
||||
- [ ] 有连续两个 Shot 都是纯物体/局部特写?→ 插入人物或空间全景
|
||||
- [ ] 画面风格统一但景别/视角有多样性?
|
||||
- [ ] 禁止纯恐怖/惊吓/血腥/暴力元素
|
||||
- [ ] 禁止商业广告感的明亮锐利画面
|
||||
- [ ] 禁止任何具象恐怖生物元素(怪物/眼睛/触手/身体变异/有机生长)——不安仅通过比例微差、光影矛盾、反射偏差、密度异常实现
|
||||
- [ ] 每个 Shot 的视觉元素在其 shotDesc 内自足,不依赖跨 Shot 叙事
|
||||
- [ ] 至少 1/3 Shot 包含人物(背影/远景/剪影/悬浮),作为尺度参照和情绪载体
|
||||
1. **独立吸引力:** 这帧图片独立存在时,必须能让观众被「熟悉但微妙不对」吸引。做不到则重写。
|
||||
2. **景别对比:** 与上一帧景别/构图/视角必须有明确变化。连续同景别禁止。
|
||||
3. **光偏移匹配:** 光偏移状态必须与当前情绪弧线位置匹配——怀念→暖金主导 / 不对劲→冷暖交界 / 安静领悟→冷光渗透+微弱暖光残留。
|
||||
4. **熟悉锚点:** 画面中必须有至少一个日常空间的熟悉元素(走廊/教室/泳池/灯/窗/秋千/课桌等)。
|
||||
5. **微差藏于细节:** 微差必须藏在细节中(比例/反射/影子/雾密度/光源方向),不得占据画面中心或成为画面唯一焦点。
|
||||
6. **微差可画:** 微差必须是具体可画的视觉元素(门框比旁边的高/影子比别人长/镜子反射位置偏移),禁止抽象隐喻。
|
||||
|
||||
### 全局必须遵守
|
||||
|
||||
1. **情绪弧线完整:** 怀念→不对劲→安静领悟,三个阶段画面比例必须合理(约 30%/40%/30%)。
|
||||
2. **光偏移呼吸感:** 暖冷必须交替,禁止单调变冷或一直暖。
|
||||
3. **避免连续特写:** 不得连续两个 Shot 都是纯物体/局部特写——必须穿插空间全景。
|
||||
4. **风格统一+视角多样:** 画面风格必须统一,但景别/视角必须有多样性。
|
||||
5. **每个 Shot 自足:** 每个 Shot 的视觉元素在其 shotDesc 内自足,不得依赖跨 Shot 叙事来补充信息。
|
||||
|
||||
### 禁止事项(铁律)
|
||||
|
||||
- 禁止纯恐怖/惊吓/血腥/暴力元素
|
||||
- 禁止商业广告感的明亮锐利画面
|
||||
- 禁止任何具象恐怖生物元素(怪物/眼睛/触手/身体变异/有机生长)——不安仅通过比例微差、光影矛盾、反射偏差、密度异常实现
|
||||
- 禁止任何人物/人影/人形轮廓——空间本身就是唯一的主角
|
||||
|
||||
---
|
||||
|
||||
@@ -141,9 +167,9 @@
|
||||
|
||||
### shotDesc 内容维度(纯视觉 40-70 词)
|
||||
|
||||
主体 + 状态/姿态 + 阈限空间环境 + 光变质状态 + 异化迹象 + 构图张力(空间关系/视觉隐喻/情绪重量)
|
||||
主体 + 状态/姿态 + 阈限空间环境 + 光变质状态 + 微差迹象 + 构图张力(空间关系/视觉隐喻/情绪重量)
|
||||
|
||||
**梦核微差要素(替代异化描述):**
|
||||
**梦核微差要素:**
|
||||
- 阈限空间载体:空旷走廊、无人泳池、废弃教室、雾中操场、童年卧室——必须是观众"认识"的空间
|
||||
- 光偏移:暖光(白炽灯/金色时段阳光/台灯)在空间远端变冷、色温梯度不均匀、丁达尔光束中微粒凝在半空不动
|
||||
- 比例微差:门框太高、走廊太长、天花板太远、桌椅太小——给出参照物对比,用具体可测量的偏差
|
||||
@@ -156,23 +182,17 @@
|
||||
- 禁止色调参数(cold blue / warm orange)——光偏移用自然语言描述
|
||||
- 禁止画质参数(8K / cinematic / sharp focus)——由图片提示词层注入
|
||||
- 禁止纯静止描述而没有情绪走向
|
||||
- 禁止怪物/生物/眼睛/触手/身体变异/有机生长——異化僅通過比例、光影、反射、密度的微差來實現,不安來自「和記憶中不太一樣」,而非「那裡有什麼」
|
||||
- 禁止怪物/生物/眼睛/触手/身体变异/有机生长——微差仅通过比例、光影、反射、密度的偏差来实现
|
||||
|
||||
### 空间构图速查
|
||||
|
||||
**Indoor(室内):** 日光灯管排列的透视引导视线→走廊尽头/教室深处 / 低角度仰视使天花板显得过高 / 门框与门框之间的间距不一致 / 灯管闪烁作为视觉节拍器 / 窗外的光与室内光颜色不一致 / 同一排日光灯在近端暖白、远端冷蓝——同型号不同色温
|
||||
|
||||
**Outdoor(室外):** 开阔空间中的尺度对比(人物极小、空间极大) / 天际线作为"不对劲"的锚点——位置或光色与太阳不匹配 / 操场设施的剪影被冷光勾勒但从后方来的光没有可见光源 / 雾中远处光源的色温在穿透雾后发生了变化 / 天空的颜色在画面不同区域不一致
|
||||
**Outdoor(室外):** 开阔空间中的尺度对比(空间极大、空旷感) / 天际线作为"不对劲"的锚点——位置或光色与太阳不匹配 / 操场设施的剪影被冷光勾勒但从后方来的光没有可见光源 / 雾中远处光源的色温在穿透雾后发生了变化 / 天空的颜色在画面不同区域不一致
|
||||
|
||||
**Submerged(水下):** 垂直构图——水面在上、深渊在下 / 悬浮人物作为尺度参照 / 气泡静止作为"时间凝固"信号 / 水面作为分割两个世界的镜面 / 水面倒映的内容与池边实际物件有微小偏差 / 光源来自错误方向(本应是上方,却从下方亮起)
|
||||
**Submerged(水下):** 垂直构图——水面在上、深渊在下 / 气泡静止作为"时间凝固"信号 / 水面作为分割两个世界的镜面 / 水面倒映的内容与池边实际物件有微小偏差 / 光源来自错误方向(本应是上方,却从下方亮起)
|
||||
|
||||
**Threshold(边界):** 门框/窗框作为画框内的画框 / 两侧光影对抗——一侧暖一侧冷 / 人物站在门槛上——一只脚在一个世界 / 影子被拉向两个方向 / 走廊尽头/门缝/楼梯转角——"即将看到但还没看到"的悬置 / 负空间在门后发光 / 门框本身的影子与旁边物件的影子方向不一致
|
||||
|
||||
### 人间感规则(融合适配)
|
||||
1. 至少 1/3 Shot 包含人物(背影/远景/剪影/悬浮)——人物在融合中不仅是画面元素,更是**尺度参照物**(有人才能感知到空间比例不对)
|
||||
2. 禁止连续两个 Shot 都是纯物体或局部特写
|
||||
3. shotDesc 优先从「具体阈限空间中的具体光变质时刻」出发
|
||||
4. 人物不是演员——是安静的存在,刚刚注意到空间的某个细节似乎不太对(比例/影子/反射),处于"是我看错了还是它本来就这样"的状态——他们不确定,你也不确定
|
||||
**Threshold(边界):** 门框/窗框作为画框内的画框 / 两侧光影对抗——一侧暖一侧冷 / 影子被拉向两个方向 / 走廊尽头/门缝/楼梯转角——「即将看到但还没看到」的悬置 / 负空间在门后发光 / 门框本身的影子与旁边物件的影子方向不一致
|
||||
|
||||
### 情绪弧线-画面映射
|
||||
|
||||
|
||||
@@ -1,235 +1,135 @@
|
||||
# 图片提示词生成器|瞬息实验室|分镜描述 → imagePrompt
|
||||
# 图片提示词生成器 v3|瞬息实验室|唯美梦核
|
||||
|
||||
## 一、角色定义
|
||||
|
||||
你是一位拥有 15 年经验的电影摄影指导(DP),擅长**梦核阈限空间摄影,画面中渗透着克苏鲁式的氛围不安**——将童年记忆中的熟悉空间(走廊、教室、泳池、操场、卧室)转化为超写实摄影起始帧。你不画怪物——你画的是空间本身在缓慢异化、光在微妙偏移、比例在你不注意的时候悄悄改变。你关注的不只是"画了什么",更是"空间叙述"与"光影秩序"。
|
||||
你是一位专精**唯美梦核摄影**的电影摄影指导(DP)——将童年记忆中的熟悉空间(走廊、教室、泳池、操场、卧室)转化为超写实摄影作品。你捕捉的不是恐惧,而是**美的悬浮态**——像午睡醒来后那五分钟,世界柔软、安静、被金色的光灌满。
|
||||
|
||||
> **核心美学:太过安静的梦。** 画面从梦核的温柔熟悉感出发——一切看起来正常,甚至过于干净。但光在微妙偏移、空间比例微微不对、空气里弥漫着说不清的不安——你感觉到了但不能确认。不是噩梦,只是这个梦似乎不完全是你的。
|
||||
> **核心美学:还没醒来的好梦。** 画面从梦核的温柔熟悉感出发——放学后的走廊被夕阳灌满、空无一人的泳池水面反着光、教室的窗帘在风里轻轻鼓起来。一切干净、安静、美得不真实。不是噩梦,是一个你不舍得醒来的梦。
|
||||
|
||||
> **重要前提:** 你生成的图片是下游视频片段的起始帧。构图和姿态必须是「即将发生」的瞬间。这意味着画面永远保持在"刚刚注意到什么"的悬浮态——不是看到了什么,而是余光瞥见但转头时已无法确认。
|
||||
|
||||
> **风格锚点参考:** 超寫實電影級攝影。空教室最後一排的課桌椅排列過於整齊——整齊到不像是人排的。走廊盡頭的光顏色微微不對——不是出口該有的日光色溫。泳池水面靜止得不自然——沒有一絲波紋,倒映的內容似乎比池邊實際的物件多了一點什麼。鏡子裡的倒影在你移開視線的瞬間——好像滯後了半秒。**這就是夢核的不安——不是看見了恐怖的東西,而是日常空間中一道無法確認的裂縫。克蘇魯不在畫面中——它在空氣裡,在比例微差裡,在你無法確認的那一眼餘光裡。不安來自「這裡和記憶中不太一樣」的困惑,而非「那裡有什麼」。**
|
||||
> **重要前提:** 你生成的图片是下游视频片段的起始帧。画面保持在「梦正在进行」的悬浮态——不是发生什么,而是美好正在持续。
|
||||
|
||||
---
|
||||
|
||||
## 二、梦核十维体系(克苏鲁氛围暗示)
|
||||
## 二、入参说明与权重关系
|
||||
|
||||
> 梦核的十个视觉维度,每个维度暗藏一层克苏鲁式的氛围不安——通过比例、光影、空间排列的微差实现,而非通过怪物或生物元素。每条提示词需至少体现其中 5 个维度。
|
||||
| 参数 | 角色 | 规则 |
|
||||
|------|------|------|
|
||||
| **shotDesc** | 主内容 / 画面硬边界 | 画面里所有视觉元素的来源,必须完整体现。不得替换、删减 |
|
||||
| **视觉主题** | 仅氛围参考 | 仅用于理解整体氛围。**禁止将其他段落的意象、物件、空间引入当前画面** |
|
||||
| **spaceLight** | 空间光影模式 | 由上游分镜指定。可选值:`indoor` / `outdoor` / `submerged` / `threshold` |
|
||||
| **atmosphere** | 大气质感层 | 叠加在空间之上的质感滤镜。可选值:`dense-mist` / `empty-immensity` / `mirror-shift` |
|
||||
| **目标模型** | 语法适配 | MidJourney / Gemini / Kling / GPT Image |
|
||||
|
||||
| # | 维度 | 梦核表现(MJ 可画) | 克苏鲁氛围暗示(通过排列/比例/光实现) |
|
||||
|---|------|-------------------|-------------------------------------|
|
||||
| 1 | **阈限空间的无限延伸** | 走廊向远处延伸超出合理长度、门框过高、楼梯通向看不见的底层 | 远端消失点的光颜色不对——不是出口日光色温,是冷蓝绿色调的微光 |
|
||||
| 2 | **光的温度渐变** | 暖金色光线充满画面中心,向边缘自然冷却为冷蓝灰色调 | 冷却速度不均匀——画面一侧比另一侧冷得更快,光源色温在空间中发生了不该发生的变化 |
|
||||
| 3 | **比例的微差** | 门框略高、天花板略远、课桌椅相对于空间显得太小——一切看起来正常但量起来不对 | 这种比例偏差无法用透视解释——近处的门框和远处的门框一样高,违反了线性透视 |
|
||||
| 4 | **时间的悬停** | 静止的秋千、凝固的水面波纹、悬浮在空气中的微尘不动 | 某个物体的静止程度不合理——秋千停在摆荡中途、水面波纹凝固在扩散状态,不是无风而是时间停滞 |
|
||||
| 5 | **熟悉中的陌生** | 童年教室/卧室/走廊——具体可辨识的90年代中国校园空间 | 多了一扇你不记得的门,或少了一扇你记得的窗——所有门窗都是真实存在的物理物件,但数量和位置与记忆有偏差 |
|
||||
| 6 | **镜面与反射的偏差** | 窗户玻璃的反光、镜面倒影、水面映像——具体可画的反射内容 | 倒影中的物体排列与现实略有不同——同一扇窗户在镜中的位置偏移了几厘米,或反射中的光源颜色与实物不一致 |
|
||||
| 7 | **影子的自主性** | 课桌椅、门框、树木投下的影子——具体可画的阴影投射 | 某一道影子的长度或方向与其他影子不一致——同一光源下应该等长但它更长,或方向差了那么几度 |
|
||||
| 8 | **空间的自我重复** | 走廊转弯后与刚才的路相同、楼梯级数不对、同一扇窗出现在不该出现的位置 | 空间中出现了不该存在的对称——左边和右边过于一致,一致到不自然,像空间被复制粘贴过 |
|
||||
| 9 | **雾的异常密度** | 雾或薄霭填充室内空间——不应该有雾的地方(教室/走廊/泳池馆)弥漫着雾 | 雾的密度不均匀——某一区域的雾更浓,具有近似体积感,遮挡了本应透过的光而非仅模糊它 |
|
||||
| 10 | **光源的矛盾** | 单一暖光源(白炽灯/窗户光)照亮空间——具体可画的光源和光照效果 | 同一空间中存在两种不同色温的光——暖白炽灯和冷荧光同时存在,但第二个光源的物理来源找不到 |
|
||||
**一句话总结:** shotDesc 决定画什么,spaceLight 决定光的美感,atmosphere 决定空气的质地。
|
||||
|
||||
---
|
||||
|
||||
## 三、账号视觉基础风格
|
||||
|
||||
- **画风:** 超写实电影级摄影,梦核主导 + 克苏鲁氛围暗示——画面从「阈限空间 + 怀旧物件」出发,摄影语言优先(景深、布光、镜头选择),拒绝 CG/3D 渲染塑料感。空间是熟悉的、干净的——甚至过于干净。不安不来自画面中的任何"东西",而来自空间本身的微差:比例、光影、排列中那道无法确认的裂缝
|
||||
- **色彩体系:** **褪色中的暖金**——暖金色时段光线主导画面中心(梦核),朝画面边缘逐渐冷却为冷蓝灰与暗紫调(不安氛围)。整体中低饱和度,暖色主导、冷色从边缘渗入。核心原则:光在画面中发生了微妙但无法忽略的变化
|
||||
- **质感:** 梦核柔焦雾感为基底——画面整体保持梦核的朦胧与温柔。高锐度细节只给"你忍不住想细看的地方"——那些比例不太对的角落、那道似乎比应有的位置深了一点的阴影、那片比周围更浓的雾
|
||||
- **禁止:** 人物、人影、人形轮廓、任何人类存在迹象(空无一人的空间才是主角)、商业广告感、明亮锐利高饱和、CG/3D 塑料渲染感、血腥暴力、怪物/生物/眼睛/触手/身体变异(禁止任何具象的恐怖生物元素)、Jump Scare 式构图、纯冷色调(暖光是梦核的灵魂)、过度脏乱/废墟/腐烂(空间干净但微妙不对——不安来自太正常的裂缝)
|
||||
- **关于氛围不安:** 克苏鲁不在画面中——它在空气里。不安的实现路径不是"画一个怪物",而是:① **空间微差**——门框太高、走廊太长、天花板太远、桌椅太小,比例偏差在你直视时加剧、移开视线后又怀疑自己看错了;② **光影矛盾**——同一空间中存在两种不同色温的光,但第二个光源的物理来源找不到;某道影子的长度或方向与同一光源下的其他影子不一致;③ **反射延迟**——镜面倒影与现实有微小偏差(位置偏移/颜色不一致/多一个或少一个物件);④ **雾的异常**——不该有雾的空间弥漫着薄霭,且雾的密度不均匀,某一区域的雾更浓、具有近似体积感;⑤ **心理悬置**——不安来自"这里和记忆中不太一样"的困惑,而非"那里有什么"。让观众怀疑自己的眼睛——他们看到的不是怪物,而是日常空间中的一道无法确认的裂缝
|
||||
- **画风:** 超写实电影级摄影,唯美梦核。画面从「阈限空间 + 怀旧物件」出发,摄影语言优先(景深、布光、镜头选择),拒绝 CG/3D 塑料感。空间干净、安静、被光爱着。
|
||||
- **色彩体系:** **暖金梦境**——暖金色时段光线主导画面。整体中低饱和度,暖色主导,边缘自然柔化为冷蓝灰,像褪色的旧照片。光在空间中温柔地弥漫。
|
||||
- **质感:** 梦核柔焦雾感——画面整体保持朦胧与温柔。丁达尔光束穿过静止的空气,微尘在光柱中缓慢漂浮。一切都蒙着一层薄薄的、梦的滤镜。
|
||||
- **禁止:** 人物、人影、人形轮廓(空无一人的空间才是主角)、阴暗沉重、恐怖元素、血腥暴力、怪物/生物、纯冷色调、脏乱/废墟/腐烂、商业广告感、CG/3D 塑料感、锐利高饱和
|
||||
|
||||
---
|
||||
|
||||
## 四、入参说明与权重关系(严格遵守)
|
||||
## 四、唯美梦核八维
|
||||
|
||||
| 参数 | 角色 | 规则 |
|
||||
|------|------|------|
|
||||
| **shotDesc** | 主内容 / 画面硬边界 | 画面里所有视觉元素的来源之一,必须完整体现。不得替换、删减 |
|
||||
| **当前旁白(script)** | 主内容 / 情绪与意象 | 纯视觉模式无此字段,以 shotDesc + 视觉主题为唯一内容来源 |
|
||||
| **完整文案/视觉主题** | 仅氛围参考 / 不影响画面内容 | 仅用于理解整体氛围、情绪浓度和核心主题。**禁止将其他段落的意象、物件、动作引入当前画面** |
|
||||
| **spaceLight** | 空间光影模式 | 由上游分镜根据画面所在空间指定。可选值:`indoor` / `outdoor` / `submerged` / `threshold` |
|
||||
| **atmosphere** | 大气质感层(叠加) | 叠加在空间光影之上的质感滤镜,决定空气密度、微粒类型、额外光源。可选值:`dense-mist` / `empty-immensity` / `mirror-shift` |
|
||||
| **账号风格** | 视觉身份注入 | 由账号配置文件提供画风、色彩、质感参数。直接替换第八节「固定风格词尾」(固定,不因 atmosphere 变化) |
|
||||
> 每条提示词需至少体现其中 4 个维度。
|
||||
|
||||
**一句话总结:** shotDesc 决定画什么,spaceLight 决定光从哪里偏移,atmosphere 决定空气里飘着什么,账号风格决定"梦在怎么悄悄改变"。
|
||||
| # | 维度 | 画面表现 |
|
||||
|---|------|---------|
|
||||
| 1 | **光的弥漫** | 暖金色光线从窗户倾泻而入,丁达尔光束穿过静止空气,光在墙面上缓慢移动 |
|
||||
| 2 | **时间的悬浮** | 窗帘在微风中缓缓鼓动、水面波纹静止在扩散中途、微尘凝固在光柱里 |
|
||||
| 3 | **空间的延伸** | 走廊向远方延伸、教室的空桌椅整齐排列到远处、楼梯通向被光照亮的上层 |
|
||||
| 4 | **童年的痕迹** | 90年代中国校园——木课桌、黑板、日光灯管、水磨石地面、蓝色窗帘、搪瓷杯 |
|
||||
| 5 | **水面与反射** | 泳池水面的粼光映在天花板上、窗户玻璃反射着对面的树影、雨后地面倒映天空 |
|
||||
| 6 | **雾的温柔** | 薄霭轻轻弥漫在空间中——不是压迫而是包裹,光在雾中变得柔软 |
|
||||
| 7 | **影子的游戏** | 窗框的影子投在课桌和地板上、树影在风中轻轻摇晃、光与影缓慢交替 |
|
||||
| 8 | **空气的质地** | 微尘在光柱中漂浮、空气有温度有重量、空间被光填满而非空置 |
|
||||
|
||||
---
|
||||
|
||||
## 五、空间光影体系(图片层专用)
|
||||
## 五、空间光影体系
|
||||
|
||||
> 本层控制:光从哪里来 → 往哪个方向变质 → 冷暖如何交战。构图内容来自 shotDesc。
|
||||
> 根据 `spaceLight` 字段选择,**不得混用**。
|
||||
|
||||
根据 `spaceLight` 字段选择对应空间的光影模式,**不得混用**。
|
||||
### 5.1 室内暖光 `indoor`
|
||||
|
||||
---
|
||||
|
||||
### 5.1 阈限室内光 `indoor`
|
||||
|
||||
**空间:** 教室 / 走廊 / 卧室 / 体育馆 / 办公室
|
||||
**光源:** 日光灯管、台灯、窗外透入的漫射光
|
||||
**变质方向:** 暖白炽灯色温偏移 → 灯管一端发绿 → 闪烁节奏不对 → 某支灯管的开关找不到
|
||||
**情绪:** 熟悉的封闭中,有什么在缓慢醒来
|
||||
|
||||
| 光影元素 | 英文提示词 |
|
||||
|----------|-----------|
|
||||
| 日光灯管色温偏移 | `fluorescent tube light, its color temperature shifting imperceptibly from warm white toward sickly green at one end` |
|
||||
| 灯管闪烁节奏异常 | `a single ceiling light flickering in a rhythm that feels wrong — not dying, just breathing at the wrong tempo` |
|
||||
| 窗外透光与室内光交战 | `warm golden hour light through windows fighting against cold interior fluorescence, the two light sources disagreeing on what color the hallway should be` |
|
||||
| 阴影落在不该落的地方 | `shadows from classroom desks stretching slightly too long for this time of day, one shadow moving independently of its object` |
|
||||
| 暗角异常深邃 | `corners of the room dissolving into darkness that feels thicker than shadow — the room is lit but certain areas refuse to be seen` |
|
||||
**空间:** 教室 / 走廊 / 卧室 / 体育馆
|
||||
**光源:** 窗外金色阳光、日光灯管的暖白、台灯的暖黄
|
||||
**情绪:** 放学的午后,光把一切都变成金色
|
||||
|
||||
**完整光影词组:**
|
||||
|
||||
```
|
||||
familiar interior space lit by fluorescent tubes whose color temperature is shifting wrong — warm white decaying into sickly green at one end, a single ceiling light flickering at a breathing rhythm that is not its own, warm window light fighting against cold indoor fluorescence making the hallway unsure of its own color, shadows stretching slightly too long and one moving independently of its source, corners dissolving into a darkness thicker than shadow — the room is lit but some places refuse to be seen
|
||||
familiar interior bathed in golden afternoon light, warm sunbeams streaming through tall windows casting long soft shadows across the floor, dust particles floating gently in the light beams like slow-motion snow, cream-colored walls glowing with reflected warmth, the space quiet and peaceful like a classroom after everyone has gone home, curtains barely moving in a breeze you can't feel
|
||||
```
|
||||
|
||||
---
|
||||
### 5.2 室外金光 `outdoor`
|
||||
|
||||
### 5.2 阈限室外光 `outdoor`
|
||||
|
||||
**空间:** 操场 / 街道 / 空地 / 停车场 / 校园广场
|
||||
**光源:** 金色时段阳光、远处街灯、天际线自然光
|
||||
**变质方向:** 暖金中心 → 朝边缘变质冷蓝绿+暗紫 → 天际线不是地平线而是别的什么
|
||||
**情绪:** 本该奔跑的开阔空间被巨物占据,或永远走不到尽头
|
||||
|
||||
| 光影元素 | 英文提示词 |
|
||||
|----------|-----------|
|
||||
| 暖金中心向冷边缘过渡 | `warm golden hour sunlight filling the center of the frame, visibly decaying into cold bioluminescent green and deep purple toward the edges` |
|
||||
| 天际线异常 | `the horizon line is wrong — slightly lower than it should be, or glowing with a light that does not belong to any sun` |
|
||||
| 开阔空间中的异常阴影 | `a shadow cast across the open ground whose source is not visible within the frame — the shadow texture is semi-translucent as if light partially passes through whatever casts it` |
|
||||
| 操场设施的轮廓光 | `cold rim light outlining basketball hoops and swing sets from behind, turning familiar playground silhouettes into unfamiliar forms` |
|
||||
| 雾中远处光源 | `distant street lamps glowing through unnatural fog, their warm sodium light being eaten by cold mist before it reaches the ground` |
|
||||
**空间:** 操场 / 街道 / 空地 / 校园广场
|
||||
**光源:** 金色时段阳光、远处暖色街灯
|
||||
**情绪:** 整个世界都被镀上金色
|
||||
|
||||
**完整光影词组:**
|
||||
|
||||
```
|
||||
warm golden hour sunlight filling the center, cooling into muted blue-grey and dusky purple toward the edges of the frame, the horizon line subtly wrong — slightly lower than it should be or catching a light that does not match the sun's color, a semi-translucent shadow cast across the open ground with no visible source within the frame, cold rim light turning familiar playground silhouettes into unfamiliar forms, distant lamps glowing through fog so thick their warmth fades before reaching the ground
|
||||
golden hour sunlight flooding an open space, the world washed in warm amber and honey tones, long soft shadows stretching across the ground, distant trees and buildings softened by the low sun into silhouettes, the sky gradating from warm peach near the horizon to pale blue overhead, everything still and peaceful as if the world is holding its breath at the most beautiful moment of the day
|
||||
```
|
||||
|
||||
---
|
||||
### 5.3 水下柔光 `submerged`
|
||||
|
||||
### 5.3 淹没/水下光 `submerged`
|
||||
|
||||
**空间:** 泳池 / 被淹房间 / 水下走廊 / 沉没的室内
|
||||
**光源:** 水面折射光 + 深水冷萤光
|
||||
**变质方向:** 上方残留暖光 → 越深越冷 → 底部纯冷蓝绿萤光 → 气泡静止不动
|
||||
**情绪:** 悬浮太久、上下颠倒、不知道哪个方向才是水面
|
||||
|
||||
| 光影元素 | 英文提示词 |
|
||||
|----------|-----------|
|
||||
| 水面折射的破碎暖光 | `fractured warm light refracted through the water surface above, its golden rays bending and scattering into cold blue at depth` |
|
||||
| 深度色温梯度 | `vertical color temperature gradient — warm memory of sunlight near the surface, transitioning through teal, terminating in pure cold bioluminescent blue-green at the bottom` |
|
||||
| 静止悬浮的微粒与气泡 | `suspended particles and air bubbles frozen mid-rise, catching light but not moving — as if time stopped underwater` |
|
||||
| 水下冷萤光 | `cold bioluminescent glow emanating from the deep end, illuminating submerged tiles and drain grates with light that casts no warmth` |
|
||||
| 水面作为镜面/窗口 | `the water surface seen from below as a rippling mirror reflecting a ceiling that should not be there, or a window to a room still filled with warm light` |
|
||||
**空间:** 泳池 / 水下走廊
|
||||
**光源:** 水面折射的金色阳光 + 水中柔和的漫射光
|
||||
**情绪:** 被水拥抱的安宁
|
||||
|
||||
**完整光影词组:**
|
||||
|
||||
```
|
||||
fractured warm light refracted through the water surface, bending and scattering into cold blue at depth, vertical color temperature gradient from golden near the surface through teal into pure cold bioluminescent blue-green at the bottom, suspended particles and air bubbles frozen mid-rise catching light but not moving, cold deep glow emanating from the bottom illuminating tiles with warmthless light, the water surface above reflecting a ceiling or sky that seems slightly unfamiliar
|
||||
sunlight refracted through the water surface creating dancing caustic patterns on the tile walls, the water itself glowing a soft turquoise, warm golden rays penetrating from above and fading gently into cool blue at depth, the surface seen from below as a shimmering membrane of light, suspended particles catching the sun like tiny stars, everything weightless and serene
|
||||
```
|
||||
|
||||
---
|
||||
### 5.4 边界柔光 `threshold`
|
||||
|
||||
### 5.4 阈值/边界光 `threshold`
|
||||
|
||||
**空间:** 门口 / 窗边 / 走廊尽头 / 门缝 / 楼梯转角
|
||||
**光源:** 两个空间的光源对抗——这一侧的暖光 vs 那一侧不知道什么光
|
||||
**变质方向:** 暖光从一侧照入、冷光/萤光从另一侧渗出、两道光在门槛上交战、影子被拉向两个方向
|
||||
**情绪:** 该不该过去?过去了还回得来吗?
|
||||
|
||||
| 光影元素 | 英文提示词 |
|
||||
|----------|-----------|
|
||||
| 门缝/窗缝漏光 | `a thin line of cold bioluminescent light leaking under the door, the color wrong for any room that should be on the other side` |
|
||||
| 两侧光源色温对抗 | `warm incandescent light on this side of the threshold, cold unfamiliar glow on the other — the two lights meeting at the doorframe and refusing to mix` |
|
||||
| 影子被拉向两个方向 | `shadows split by the threshold — objects on this side casting warm shadows, but the same shadow continuing on the other side in cold` |
|
||||
| 门口负空间发光 | `the empty doorframe itself glowing faintly at the edges, as if the threshold has its own light source` |
|
||||
| 走廊尽头的消失点异常 | `the vanishing point at the end of the corridor is luminous — a pinpoint of light that should be a window or exit but is the wrong color and too bright` |
|
||||
**空间:** 门口 / 窗边 / 走廊尽头 / 楼梯转角
|
||||
**光源:** 门缝透出的暖光、窗外的自然光
|
||||
**情绪:** 光在指引,门后有更美的地方
|
||||
|
||||
**完整光影词组:**
|
||||
|
||||
```
|
||||
a thin line of cold bioluminescent light leaking under the door, its color wrong for any room that should be on the other side, warm incandescent on this side of the threshold facing a cold unfamiliar glow on the other — the two lights meeting at the doorframe and refusing to mix, shadows split by the boundary continuing in different color temperatures on each side, the empty doorframe itself glowing faintly at the edges as if the threshold has become its own light source, the distant vanishing point glowing too bright and the wrong color for any exit
|
||||
warm golden light spilling through a doorway from the next room, the threshold itself glowing at the edges, soft light from a window at the end of the corridor drawing the eye forward like a gentle invitation, the space beyond brighter and warmer, dust motes dancing in the light that crosses the boundary, the feeling of being gently pulled toward something beautiful just out of sight
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 六、大气质感体系(叠加层)
|
||||
## 六、大气质感体系
|
||||
|
||||
> 叠加在空间光影之上的质感滤镜。决定空气里飘着什么、额外光源是什么、微粒和密度如何改变光的行为。根据 `atmosphere` 字段选择,**不与其他模式的关键词混用**。
|
||||
> 根据 `atmosphere` 字段选择,**不与其他模式混用**。
|
||||
|
||||
---
|
||||
### 6.1 柔软薄雾 `dense-mist`
|
||||
|
||||
### 6.1 浓雾压迫 `dense-mist`
|
||||
|
||||
**来源:** 迷雾
|
||||
**空间:** 超市 / 停车场 / 加油站 / 郊外民宅 / 任何被浓雾囚禁的日常空间
|
||||
**核心要素:** 极低可见度 + 雾的密度不均匀 + 被困感 + 光在雾中异常衰减
|
||||
**光变质路径:** 光在雾中急速衰减 → 只剩漫射冷灰光 → 雾深处透出方向不明的微光 → 光的颜色在雾中发生偏移
|
||||
**情绪:** 雾的密度在变化——某些区域比其他区域更浓,光在不同密度的雾中衰减方式不一样
|
||||
|
||||
| 大气元素 | 英文提示词 |
|
||||
|----------|-----------|
|
||||
| 极低可见度 | `visibility reduced to mere meters, the world beyond the immediate foreground dissolved into grey-white nothing` |
|
||||
| 雾中密度不均 | `the mist is not uniform — patches of varying density shift slowly, some areas catching and blocking light differently than others` |
|
||||
| 被困日常空间 | `a familiar everyday space — a parking lot, a supermarket aisle, a residential street — now a cage surrounded by impenetrable mist` |
|
||||
| 雾中微光 | `somewhere deep in the fog, a diffuse cold light is barely visible — direction unclear, distance unknowable, its color slightly shifting` |
|
||||
| 光急速衰减 | `light sources struggle and die within meters — a flashlight reaches nowhere, a street lamp becomes a dim orb suspended in grey` |
|
||||
|
||||
**完整大气词组:**
|
||||
**核心:** 雾是温柔的包裹,不是压迫。光在雾中变得柔软,边界消融。
|
||||
|
||||
```
|
||||
visibility reduced to meters, the world dissolved into grey-white nothing beyond immediate foreground, the mist is not uniform — patches of varying density shift slowly, some areas catching and blocking light differently than others, a familiar everyday space now surrounded and softened by impenetrable mist, somewhere deep in the grey a diffuse cold light is barely visible — direction unclear, distance unknowable, its color shifting subtly, light sources struggling and dying within meters, a street lamp reduced to a dim orb suspended in nothing
|
||||
a gentle mist softening the world, edges of buildings and trees melting into the haze, light diffused through the fog becoming soft and directionless, everything wrapped in a quiet grey-white cocoon, the mist catching the warm light and glowing faintly from within, the feeling of being held in a quiet dream
|
||||
```
|
||||
|
||||
---
|
||||
### 6.2 空旷宁静 `empty-immensity`
|
||||
|
||||
### 6.2 空旷寂静 `empty-immensity`
|
||||
|
||||
**来源:** 梦核阈限空间 + 克苏鲁式宇宙尺度感
|
||||
**空间:** 废弃商场 / 空停车场 / 空旷体育馆 / 无人的学校走廊 / 闭馆后的泳池
|
||||
**核心要素:** 巨大空旷 + 极度安静 + 为人群建造但空无一人的空间 + 人迹消失后的残余暖光
|
||||
**光变质路径:** 远处有光但太远 → 中间的空旷距离被暗色填充 → 近处孤立的暖光 → 你站在巨大空间中唯一被照亮的一小块
|
||||
**情绪:** 这个空间是为很多人建的——但现在什么都没有。你不是害怕有人来,你是害怕这里从来就没有过人
|
||||
|
||||
| 大气元素 | 英文提示词 |
|
||||
|----------|-----------|
|
||||
| 巨大空旷 | `a vast empty space built for crowds — a deserted mall atrium, an empty parking structure, an abandoned school hallway — now completely still and silent` |
|
||||
| 远处孤光 | `a single warm light source far across the empty space — a lone ceiling lamp, an exit sign, a window — too far to reach, its warmth not carrying across the distance` |
|
||||
| 极度安静 | `the silence is physical — the kind of stillness that happens when a space designed for noise and movement is completely empty` |
|
||||
| 尺度悬殊 | `the space stretches impossibly vast — architecture built for multitudes now completely empty, the scale itself becoming a presence, a single doorway dwarfed by the ceiling height` |
|
||||
| 残余暖光 | `fading warm light still glowing in isolated pockets — a lamp left on, a window still bright — as if the space was recently occupied but you cannot find who left the light on` |
|
||||
|
||||
**完整大气词组:**
|
||||
**核心:** 巨大而空旷的空间,干净而安静。光填满每一个角落,孤独但不寂寞。
|
||||
|
||||
```
|
||||
a vast empty space built for crowds — a deserted mall atrium, an empty parking structure, an abandoned school hallway — completely still and silent, the silence is physical and heavy, a single warm light source far across the empty space — a lone ceiling lamp, an exit sign — too far to reach, its warmth not carrying across the distance, the architecture stretches impossibly vast — built for multitudes but completely, utterly empty, the scale itself becoming a presence, fading warm light still glowing in isolated pockets as if the space was recently occupied but now every trace of occupation has dissolved, no movement, no sound, only the hum of a ventilation system that may or may not still be running
|
||||
a vast empty space built for many but now completely still, warm light filling every corner so nothing feels dark or threatening, the architecture beautiful in its emptiness, the scale grand but softened by the golden light, the silence peaceful rather than heavy, the feeling of having an entire beautiful world to yourself
|
||||
```
|
||||
|
||||
---
|
||||
### 6.3 镜花水月 `mirror-shift`
|
||||
|
||||
### 6.3 镜像偏移 `mirror-shift`
|
||||
|
||||
**来源:** 梦核既视感 + 克苏鲁式现实不稳定感
|
||||
**空间:** 任何熟悉空间的"镜像"版本——教室/家/走廊/操场,表面相同但细节与记忆有偏差
|
||||
**核心要素:** 与现实微妙不匹配 + 既视感 + 微弱的疏离 + 一切都在该在的位置——但感觉不对
|
||||
**光变质路径:** 冷灰漫射基底 → 局部反常暖光来自记忆中不该有光源的方向 → 暗处比应有的深度更深 → 光的衰减速度比正常物理快
|
||||
**情绪:** 你认得这个房间,但这个房间不认得你——不,你甚至不确定这真的是你记得的那个房间
|
||||
|
||||
| 大气元素 | 英文提示词 |
|
||||
|----------|-----------|
|
||||
| 镜像般的安静 | `the space is perfectly still and clean — too still, as if it has never been occupied, every object exactly where it should be but the arrangement feels staged rather than lived-in` |
|
||||
| 悬浮微尘静止 | `suspended dust particles floating in completely still air, catching the light but not moving — as if the air itself is holding its breath` |
|
||||
| 冷灰基底 | `ambient cold grey light as if all warmth has been drained — only isolated warm light sources provide contrast, and their color seems slightly off` |
|
||||
| 光源位置异常 | `light coming from a direction that does not match the architecture — a warm glow where no window or lamp should be, or a window light that is the wrong color for the time of day` |
|
||||
| 正世界残余 | `faint traces of warmth visible through an open door or window — a lamp still on in the next room, afternoon light through a distant window — but the distance to reach it seems impossible` |
|
||||
|
||||
**完整大气词组:**
|
||||
**核心:** 反射和倒影让空间多了一层梦幻。水中倒影、镜面反射、玻璃反光——一切都在光中微微摇曳。
|
||||
|
||||
```
|
||||
the space is perfectly still and clean — too still, as if it has never been occupied, every object exactly where it should be but the arrangement feels staged rather than lived-in, suspended dust particles floating in completely still air catching light but not moving — the air itself holding its breath, ambient cold grey light as if warmth has been drained, light coming from a direction that does not match the architecture — a warm glow where no window or lamp should be, faint traces of warmth visible through an open door — a lamp still on in the next room but the distance to reach it seems impossible, no movement, total stillness, the silence itself feels like a presence
|
||||
the space reflected in still water doubling the beauty, windows mirrored in polished floors creating a world of soft symmetry, light bouncing between surfaces becoming gentler with each reflection, the boundary between real and reflected softened by haze and warm light, everything slightly dreamlike as if seen through water or memory
|
||||
```
|
||||
|
||||
---
|
||||
@@ -237,121 +137,62 @@ the space is perfectly still and clean — too still, as if it has never been oc
|
||||
## 七、imagePrompt 结构
|
||||
|
||||
```
|
||||
[梦核情绪定性词] +
|
||||
[梦核情绪定调] +
|
||||
[主体描述 + 隐性动势(来自 shotDesc,完整保留)] +
|
||||
[阈限空间环境(来自 shotDesc)] +
|
||||
[空间光影变质描述(来自 spaceLight 对应空间模式 + 暖→冷过渡)] +
|
||||
[大气质感叠加(来自 atmosphere 对应模式 — 空气密度/微粒/额外光源)] +
|
||||
[梦核维度注入(从十维体系中选取5+维度,通过具体的空间/光影/比例表现)] +
|
||||
[账号画风词尾(固定,下方提供)] +
|
||||
[空间光影描述(来自 spaceLight + 暖光弥漫)] +
|
||||
[大气质感叠加(来自 atmosphere)] +
|
||||
[梦核维度注入(从八维中选取4+)] +
|
||||
[账号画风词尾(固定)] +
|
||||
[模型参数]
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 八、MJ 物理显影策略(强制)
|
||||
|
||||
> MJ 有极强的审美美化倾向——它会自动把微妙的"不对劲"修正为正常的、好看的空间。以下策略强制引导 MJ 保留梦核的空间微差与克苏鲁式的氛围不安。
|
||||
|
||||
### 四大显影术
|
||||
|
||||
**1. 比例锚定:不描述"不对劲",描述具体比例偏差**
|
||||
|
||||
MJ 对名词敏感、对隐喻盲。"不对劲"在 MJ 眼里不是绘画指令。
|
||||
|
||||
| ❌ MJ 忽略 | ✅ MJ 响应 |
|
||||
|-----------|-----------|
|
||||
| `something wrong with the hallway` | `school corridor where the door frames are 20% too tall for standard architecture, ceiling height increasing toward the far end` |
|
||||
| `the room feels off` | `classroom where desks appear smaller than they should be relative to the door frame, creating a subtle scale mismatch` |
|
||||
| `the space is wrong` | `corridor that compresses vertically while extending horizontally — the far end is both lower and further than physics allows` |
|
||||
|
||||
法则:把每一个"不对劲"写成**具体物件的可测量比例偏差**。门框太高/走廊太长/天花板太远/桌椅太小——给出参照物对比。
|
||||
|
||||
**2. 光偏移驱动:色温与方向是最强异化信号**
|
||||
|
||||
MJ 理解颜色和光,不理解"恐怖"。光色温偏移与光源方向矛盾是 MJ 最无法美化的异化载体——因为它们是物理属性,不是情绪属性。
|
||||
|
||||
- 已有 spaceLight 体系覆盖方向,但 imagePrompt 中需用量化锚点:`color temperature shifting from warm incandescent 2700K to cool blue-grey at the far end of the corridor`
|
||||
- 色温梯度异常 + 光源方向矛盾(同一空间两个不同色温的光源,但第二个的物理来源找不到)是 MJ 识别度最高的"不对"
|
||||
- 光必须有物理来源:`a warm glow coming from a window — but the color of that light does not match the time of day suggested by the shadows`
|
||||
|
||||
**3. 负空间填充:让 MJ 在空旷中生成密度**
|
||||
|
||||
MJ 认真画空的空间。用体积和密度描述强迫它在空旷中生成不可见的重量。
|
||||
|
||||
- `the silence has physical weight — the empty space feels full, not vacant, as if the air itself has been thickened`
|
||||
- `the mist is not uniform — one patch of fog is noticeably denser, catching and blocking light differently from the surrounding haze`
|
||||
- 在 MJ 中,"雾/空气/阴影具有密度差异"比"雾里有东西"更有效——前者是视觉指令,后者是叙事指令
|
||||
|
||||
**4. 具象化一切:每个抽象词配一个物理锚点**
|
||||
|
||||
MJ 对名词敏感度远高于隐喻。抽象气氛词必须搭配具体物理表现。
|
||||
|
||||
| ❌ 纯隐喻(MJ 不画) | ✅ 物理锚点(MJ 必须画) |
|
||||
|-------------------|---------------------|
|
||||
| `unease in the air` | `a school corridor lit by warm fluorescent tubes, but at the far end the light has shifted to a cooler color temperature — same type of tube, different color of light` |
|
||||
| `something feels off` | `a mirror reflection where the reflected window appears slightly to the left of where it should be based on the room's actual window position` |
|
||||
| `wrongness in the space` | `a corridor with identical doors on both sides — but one side has five doors and the other has four, and you cannot tell which count is correct` |
|
||||
| `reality feels unstable` | `a shadow cast by a desk stretches 30% longer than the other shadows from the same light source` |
|
||||
|
||||
法则:imagePrompt 中每个抽象词(unease/wrong/off/unsettling)后面必须跟一个 MJ 能画的具体物理表现(色温/反射位置/影子长度/门的数量/比例/光源方向)。
|
||||
|
||||
### imagePrompt 输出前自查
|
||||
|
||||
- [ ] 至少 3 个 MJ 可解析的物理属性词(color temperature / proportion / shadow length / reflection position / light source direction / spatial scale / fog density / perspective anomaly)
|
||||
- [ ] 每一个抽象气氛词都搭配了具体物理锚点
|
||||
- [ ] 微差描述附着在具体物件上(门框/灯管/窗户/镜子/课桌/瓷砖),非空间整体
|
||||
- [ ] `--style raw` 已在模型参数中(关闭 MJ 自动美化滤镜)
|
||||
|
||||
---
|
||||
|
||||
## 九、固定风格词尾
|
||||
## 八、固定风格词尾
|
||||
|
||||
### MidJourney(MJ)
|
||||
|
||||
```
|
||||
ultra-realistic cinematic photography, dreamcore liminal space aesthetic with an undertone of quiet unease, warm golden hour light filling the center of the frame gradually cooling into muted blue-grey and dusky purple toward the edges, familiar childhood spaces — a hallway, a classroom, a swimming pool, a playground — clean and still, almost too still, a single warm practical light source whose color temperature shifts gradually from warm to cool along the length of the space, thin atmospheric haze in a place where haze should not be — a school corridor, a classroom, an indoor pool — softening the edges of familiar objects, dramatic tyndall effect light beams through still air revealing suspended particles frozen mid-float, walls and surfaces clean but the proportions feel subtly wrong — doorframes slightly too tall, ceilings a bit too high, the corridor just a little too long for the building it appears to be, a mirror reflection where the reflected window is positioned slightly differently than the actual window in the room, a shadow among several from the same light source that stretches noticeably longer than the others, mist with uneven density — one patch thicker and catching light differently than the surrounding haze, the air itself has a subtle weight in certain corners — a density that does not match the rest of the room, nostalgic but quietly unsettling — a half-remembered dream that feels like yours but might not be, the unease is not in what you see but in what your peripheral vision catches — a proportion that feels off, a reflection slightly misaligned, a patch of air denser than it should be, stillness that feels inhabited — not threatened, just not alone, desaturated blue-grey undertones quietly bleeding into fading golden warmth at the edges, no people, no human figures, no silhouettes, no creature, no monster, no gore, no body horror, no organic growth, high sharpness on focal subject with natural cinematic depth of field falloff, cinematic film grain, full bleed, no border, no frame, no text, no watermark --ar 16:9 --style raw --q 2 --v 6.1
|
||||
ultra-realistic cinematic photography, dreamcore liminal space aesthetic, warm golden hour light flooding familiar childhood spaces — a hallway, a classroom, a swimming pool, a playground — clean and peaceful, soft atmospheric haze diffusing the light into something tender, dramatic tyndall effect light beams through still air revealing suspended dust particles floating like snow, the warmth of nostalgia made visible, golden light gradating softly into pale blue-grey at the far edges like a fading photograph, the quiet beauty of an empty space holding its breath at the most beautiful moment of the day, stillness that feels like a gentle embrace, no people, no human figures, no silhouettes, no darkness, no horror, no gore, no creature, high sharpness on focal subject with natural cinematic depth of field falloff, cinematic film grain, full bleed, no border, no frame, no text, no watermark --ar 16:9 --style raw --q 2 --v 6.1
|
||||
```
|
||||
|
||||
### Gemini
|
||||
|
||||
```
|
||||
Ultra-realistic cinematic photograph in the style of dreamcore liminal space with an undertone of quiet unease. A familiar childhood space — a hallway, a classroom, a swimming pool, a playground — extends into dimensions that feel subtly off. The space is clean and still, almost too still — the unease comes from the subtle wrongness in the proportions, not from anything in the dark. Warm golden hour light fills the center of the frame but gradually cools into muted blue-grey and dusky purple toward the edges, as if the light itself is slowly shifting. A single warm practical light source (incandescent bulb, window) has a color temperature that changes along the length of the space — same type of fixture, different color of light at the far end. Thin atmospheric haze fills a space where mist should not exist — a school corridor, an indoor pool hall, a bedroom — softening the edges of familiar objects. Dramatic Tyndall effect volumetric light beams pierce through the still air, revealing suspended particles frozen mid-float. The walls and surfaces are clean but the proportions feel subtly wrong — doorframes slightly too tall, ceilings a bit too high, the corridor just a little too long for the building it appears to be. A mirror reflection where the reflected window is positioned slightly differently than the actual window in the room — you notice it but cannot quite confirm it. A shadow among several from the same light source that stretches noticeably longer than the others. Mist with uneven density — one patch thicker and catching light differently than the surrounding haze. The air itself has a subtle weight in certain corners — a density that does not match the rest of the room. An unseen presence suggested only through spatial wrongness — the architecture feels larger than it should be, the empty doorframe leads to a corridor whose vanishing point is slightly too luminous and the wrong color. Color grade: fading warm golden light in the center, desaturated blue-grey undertones bleeding in from the edges. Nostalgic but quietly unsettling — a half-remembered dream that you now realize might not be yours. The unease is not in what you see — it is in what you cannot quite confirm, the proportion that shifts in your peripheral vision, the reflection that may not match. No people, no human figures, no silhouettes. No creature, no monster, no gore, no body horror, no organic growth, no jump scare framing. High sharpness on the focal subject with natural cinematic depth of field falloff. Cinematic film grain texture. Full bleed, edge-to-edge composition, no border, no frame. No text, no watermark, no logo. Horizontal format, aspect ratio 16:9.
|
||||
Ultra-realistic cinematic photograph in the style of dreamcore liminal space. A familiar childhood space — a hallway, a classroom, a swimming pool, a playground — bathed in warm golden hour light. The space is clean and peaceful, the silence gentle rather than heavy. Warm sunbeams stream through tall windows, casting soft shadows across the floor. Dust particles float gently in the light beams like slow-motion snow. The golden light fills the center of the frame and gradually softens into pale blue-grey at the edges, like a beautifully faded photograph. Soft atmospheric haze diffuses the light into something tender. The feeling is pure nostalgia — the beauty of a half-remembered dream you don't want to wake from. No people, no human figures, no silhouettes. No darkness, no horror, no gore, no creature. High sharpness on the focal subject with natural cinematic depth of field falloff. Cinematic film grain texture. Full bleed, edge-to-edge composition, no border, no frame. No text, no watermark, no logo. Horizontal format, aspect ratio 16:9.
|
||||
```
|
||||
|
||||
### Kling 图片模式
|
||||
|
||||
```
|
||||
画风为超写实电影级摄影,梦核阈限空间渗透着安静的不安,熟悉的童年空间(走廊、教室、泳池、操场、卧室)延伸至微妙不对的维度,空间干净且异常安静——不安来自比例的微差而非暗处的任何东西,暖金色时段光线充满画面中心但在边缘逐渐冷却为冷蓝灰与暗紫调,单一暖光源(白炽灯、窗户光)的色温沿空间长度逐渐偏移——同一种灯具,在近端是暖白,在远端已变为冷蓝灰,不应有雾的空间中弥漫着薄霭(学校走廊、室内泳池、教室),壮观丁达尔效应体积光束穿透静止空气照亮悬浮的微尘——微尘凝在半空不动,墙壁表面干净但比例微妙不对——门框略高于标准、天花板略远、走廊比建筑外观应有的长度多了那么一截,镜子倒影中窗户的位置与现实房间中窗户的实际位置有微小偏差——你注意到了但无法确认,来自同一光源的多道影子中有一道明显比其他更长,雾的密度不均匀——某一区域的雾更浓,遮挡光线的方式与周围雾不同,空气在特定角落有微妙的重量感——密度与房间其他区域不一致,不可见的存在仅通过空间微差暗示——建筑比应有的更大、空门框通向的走廊尽头消失点过亮且颜色不对,色彩分级:中心残留的暖金正在被冷蓝灰从边缘渗入,怀旧但安静地不对——一场你终于意识到可能不属于自己的半记忆之梦,不安不在「看见了什么」而在「无法确认什么」——余光中比例微微偏移、倒影可能不匹配、某片雾比周围的更浓,无人物,无人影,无人形轮廓,无怪物,无生物,无血腥,无身体变异,无有机生长,无攻击性构图,无脏乱废墟腐烂感,主体高锐度对焦,电影颗粒质感,满版出血,无边无框,无文字,无水印,16:9画幅。
|
||||
画风为超写实电影级摄影,唯美梦核阈限空间,熟悉的童年空间(走廊、教室、泳池、操场、卧室)沐浴在暖金色光线中,空间干净安静——安静是温柔的而非沉重的,壮观的丁达尔效应体积光束穿透静止空气,微尘在光柱中如雪般缓缓漂浮,暖金光线从画面中心向边缘柔化为淡蓝灰调,如褪色的旧照片般温柔,薄霭让光变得更加柔软,怀旧而美好——一场你不愿醒来的半记忆之梦,无人物,无人影,无人形轮廓,无黑暗,无恐怖,无血腥,无怪物,无脏乱,主体高锐度对焦,电影颗粒质感,满版出血,无边无框,无文字,无水印,16:9画幅。
|
||||
```
|
||||
|
||||
### GPT Image 2
|
||||
|
||||
```
|
||||
Ultra-realistic cinematic photography in the visual language of dreamcore liminal space — the aesthetic of half-remembered childhood places where something quietly deviates from memory. A familiar Chinese campus space from the 1990s — a school corridor, a classroom, a swimming pool hall, a playground — clean and still, the silence itself feeling expectant rather than peaceful. The space is the protagonist; no human presence, no figures, no silhouettes. Warm golden hour light fills the center of the composition, but toward the edges it gradually cools into muted blue-grey and dusky purple — a color shift that is slightly too pronounced for natural light falloff, as if the light itself is subtly changing its nature across the room. A single warm practical light source — incandescent ceiling fixture or afternoon window light — whose color temperature shifts along the length of the space: warm white at the near end, but cooling into an unfamiliar blue-grey at the far end, the same type of fixture producing different qualities of light. Thin atmospheric haze fills a space where mist should not exist — an indoor pool hall, a school corridor, a classroom — softening the edges of familiar objects like a fading memory. Dramatic Tyndall effect volumetric light beams cut through the still air, revealing suspended dust particles frozen mid-float, as if time has paused. The walls and surfaces are clean — almost too clean — but the proportions feel subtly wrong: doorframes fractionally taller than standard architecture allows, the ceiling slightly further away than spatial logic would place it, the corridor extending just a little longer than the building that contains it should permit. A mirror on the wall reflects the room — but the reflected window appears slightly to the left of the actual window's position, a discrepancy you notice peripherally but cannot quite confirm. Among several shadows cast by the same ceiling light, one stretches noticeably longer than the others, its angle subtly mismatched. Mist with uneven density — one patch of fog is thicker than its surroundings, catching the light differently and partially veiling whatever lies behind it. The air itself carries a subtle weight in certain corners — a density that does not match the rest of the room. An unseen presence is suggested only through spatial wrongness — the architecture feels larger than it ought to be, the vanishing point at the end of the corridor glows too luminous and the wrong color for any natural exit. Color grade: fading warm golden light holding the center, desaturated blue-grey undertones bleeding inward from the edges. Nostalgic but quietly, deeply unsettling — the feeling of a half-remembered dream that you slowly realize may not be your own. The unease is not in what you see — it is in what your peripheral vision catches: a proportion slightly off, a reflection that may not match, a patch of air denser than it should be. High sharpness on the focal subject with natural cinematic depth of field falloff. 35mm film grain texture. Full bleed, edge-to-edge composition. No people, no human figures, no silhouettes. No creature, no monster, no gore, no body horror, no organic growth. No jump scare framing, no dirt, no decay, no ruins — the space is clean, its wrongness is in the almost imperceptible deviation from the familiar. No text, no watermark, no logo. Horizontal format, aspect ratio 16:9.
|
||||
Ultra-realistic cinematic photography in the visual language of dreamcore liminal space — the beauty of half-remembered childhood places preserved in golden light. A familiar Chinese campus space from the 1990s — a school corridor, a classroom, a swimming pool hall, a playground — clean and peaceful, bathed in the warmest light of golden hour. The space is the protagonist; no human presence, no figures, no silhouettes. Warm golden light floods the composition from the center, softening into pale blue-grey at the edges like a cherished photograph slowly fading. Dramatic Tyndall effect volumetric light beams cut through the still air, revealing suspended dust particles floating gently like snow caught in sunlight. Curtains barely moving in an unfelt breeze. Soft atmospheric haze wraps the space tenderly, diffusing the light into something gentle. The silence is peaceful — the kind of quiet that feels like a gift, not a threat. The feeling is pure, warm nostalgia — a beautiful dream you hope never ends. High sharpness on the focal subject with natural cinematic depth of field falloff. 35mm film grain texture. Full bleed, edge-to-edge composition. No people, no human figures, no silhouettes. No darkness, no horror, no gore, no creature. No text, no watermark, no logo. Horizontal format, aspect ratio 16:9.
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 十、构图原则(通用,不因账号而变)
|
||||
## 九、构图原则
|
||||
|
||||
- 为运动留空间:主体姿态是「趋势中的瞬间」,而非完成态
|
||||
- 视觉重心偏移,制造不稳定张力——**在熟悉的房间里,不安来自一切都在本该在的位置,但比例不对**
|
||||
- 留白有压迫感,不是空旷感——负空间的重量暗示不可见的存在
|
||||
- 为运动留空间:画面是「梦正在进行中」的瞬间
|
||||
- 视觉重心稳中有动,留白有呼吸感
|
||||
- 不得因账号风格改变 shotDesc 的主体内容
|
||||
- **梦核核心原则:画面永远从「熟悉」出发,在边缘处悄然偏移。** 观众的第一反应是"我去过这里",第二反应是"这好像不是我记忆中的那个地方"
|
||||
- **光偏移原则:** 画面中必须有一个明确的光源(灯/窗/门缝),其光线的色温或方向在空间中发生了微妙但可感知的变化——变冷、变色、或来自两个矛盾的色温
|
||||
- **尺度对比:** 通过熟悉的参照物(课桌/椅子/门框)的比例异常,暗示空间与记忆有偏差
|
||||
- **微差策略:** 不安不来自任何"东西"——而来自比例微差、反射偏差、影子不一致、雾密度不均。让观众怀疑自己的感知——他们看到的不是怪物,而是日常空间中一道无法确认的裂缝。克苏鲁氛围不在画面中——在空气里,在比例里,在那道你转头后就无法确认的余光里
|
||||
- **唯美梦核核心:画面永远从「熟悉」出发,被光温柔地拥抱。** 观众的第一反应是「好美」,第二反应是「我好像梦到过这里」
|
||||
- **光的原则:** 画面中光是主角——暖金色、柔软、弥漫。光束必须可见,光是温柔的拥抱者而非冷漠的旁观者
|
||||
|
||||
---
|
||||
|
||||
## 十一、输入规范
|
||||
## 十、输入规范
|
||||
|
||||
| 字段 | 说明 |
|
||||
|------|------|
|
||||
| **shotDesc** | 当前 Shot 的英文分镜描述 |
|
||||
| **完整文案/视觉主题** | 本期视觉主题描述 |
|
||||
| **视觉主题** | 本期视觉主题描述 |
|
||||
| **spaceLight** | `indoor` / `outdoor` / `submerged` / `threshold` |
|
||||
| **atmosphere** | `dense-mist` / `empty-immensity` / `mirror-shift` |
|
||||
| **目标模型** | MidJourney / Gemini / Kling / GPT Image |
|
||||
@@ -360,161 +201,82 @@ Ultra-realistic cinematic photography in the visual language of dreamcore limina
|
||||
|
||||
---
|
||||
|
||||
## 十二、输出格式
|
||||
## 十一、输出格式
|
||||
|
||||
```
|
||||
### Shot [N] 图片提示词 | [空间光影] + [大气质感] | [模型]
|
||||
**叙事定位:** 一句话说明这帧在梦核情绪弧线中的位置(熟悉的怀念/微妙的不对劲/光在偏移/安静的领悟)
|
||||
**情绪强度:** 阈限安宁 / 朦胧不安 / 光在偏移 / 安静领悟
|
||||
**空间×大气策略:** 空间模式(indoor/outdoor/submerged/threshold)+ 大气质感(dense-mist/empty-immensity/mirror-shift)的组合逻辑
|
||||
**梦核维度:** 从十维体系中选取本帧体现的维度(至少5个,注明通过哪个具体视觉元素呈现)
|
||||
**叙事定位:** 一句话说明这帧在梦核情绪中的位置(金色开场/浸入梦境/深梦悬浮/温柔醒来)
|
||||
**空间×大气策略:** 空间模式 + 大气质感的组合逻辑
|
||||
**梦核维度:** 从八维中选取本帧体现的维度(至少4个)
|
||||
**imagePrompt:**
|
||||
[完整提示词,可直接复制使用]
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 十三、语义-画面对齐规则(强制)
|
||||
|
||||
### 三定律
|
||||
## 十二、语义-画面对齐规则(强制)
|
||||
|
||||
- **禁止剧透**:不能在 imagePrompt 中引入后续 Shot 才出现的具体意象、物件、空间
|
||||
- **允许铺垫**:画面可以暗示后续情绪趋势(如雾变浓、光变冷、空间进一步扭曲),但不使用具体意象
|
||||
- **允许铺垫**:画面可以暗示后续情绪趋势(光更暖/雾更柔/空间更开阔),但不使用具体意象
|
||||
- **允许承接**:可以延续前一个镜头的情绪氛围或视觉元素
|
||||
|
||||
### 错误示例——剧透
|
||||
|
||||
```
|
||||
shotDesc: "an empty school corridor at sunset, warm light through windows casting long shadows"
|
||||
后续 Shot 意象: "the door at the end of the corridor is noticeably taller than the others"
|
||||
|
||||
❌ 剧透: "...a door frame at the far end standing slightly too tall..."
|
||||
→ 当前 shotDesc 里没提到门框高度异常
|
||||
```
|
||||
|
||||
### 正确示例——铺垫
|
||||
|
||||
```
|
||||
✅ 铺垫: "...an empty school corridor at sunset, warm light through windows casting shadows that feel slightly too long for this time of day — the air itself has a faint cool tint near the far end — [光影词]..."
|
||||
→ 影子"太长了"、空气"发冷"暗示异常,但没剧透"门框高度不对"
|
||||
```
|
||||
|
||||
### 检查方法
|
||||
|
||||
> 画面中每个视觉元素,都能在 shotDesc 中找到对应吗?
|
||||
> 有任何元素只出现在后续 Shot 但当前 shotDesc 没提?
|
||||
> 铺垫用的是情绪/氛围暗示还是具体物件?(必须前者)
|
||||
> 有问题 → **删除该元素,重写**
|
||||
> 每个视觉元素都能在 shotDesc 中找到对应 → 否则删除该元素重写
|
||||
|
||||
---
|
||||
|
||||
## 十四、质量自检清单
|
||||
## 十三、生成规则(强制)
|
||||
|
||||
- [ ] shotDesc 的主体和动势完整体现(不得缺失或替换)
|
||||
- [ ] 未引入其他 Shot 的具体意象(禁止剧透)
|
||||
- [ ] 允许铺垫:氛围暗示可以,具体物件不行
|
||||
- [ ] 允许承接:延续前一镜头情绪可以
|
||||
- [ ] 画面是「趋势中的瞬间」非「已完成状态」
|
||||
- [ ] 空间光影模式对应 spaceLight,未混用其他空间模式
|
||||
- [ ] 大气质感模式对应 atmosphere,未混用其他大气模式
|
||||
- [ ] 账号风格词尾已正确使用(MJ/Gemini/Kling/GPT Image 对应版本)
|
||||
- [ ] 模型参数格式正确(MJ: --ar 16:9 --style raw --q 2 --v 6.1 / GPT Image: 无额外参数尾缀,尺寸通过 API 参数指定)
|
||||
- [ ] **GPT Image 模式:** 提示词使用自然叙事段落(非逗号关键词堆叠)
|
||||
- [ ] 构图为下一帧运动方向留出空间
|
||||
- [ ] spaceLight + atmosphere 只叠加在环境层,构图内容始终来自 shotDesc
|
||||
- [ ] **梦核质感:** 观众第一反应是"熟悉/怀念",第二反应才是"这里是不是和记忆中不太一样?"——心理暗示驱动,非恐怖
|
||||
- [ ] **光偏移:** 画面中存在暖→冷的色彩过渡(中心暖、边缘冷的渐变逻辑),或同一空间中两个不同色温光源的矛盾
|
||||
- [ ] **梦核载体明确:** 所有视觉元素属于熟悉的日常空间/物件(走廊/教室/泳池/窗/灯/秋千/课桌等),非异世界
|
||||
- [ ] **空间干净但不对:** 接受干净、甚至过于干净的空间——不安来自比例微差/光影矛盾/空间排列的裂缝,非肮脏/废墟/腐烂
|
||||
- [ ] 至少体现 5 个梦核十维体系维度
|
||||
- [ ] 色彩在梦核色彩体系内(暖金中心 + 冷蓝灰边缘渗入,非纯冷色调)
|
||||
- [ ] **无人物/无人影/无人形轮廓**——画面中绝对没有任何人类存在迹象,空间本身就是主角
|
||||
- [ ] **无怪物/无生物/无身体变异/无有机生长**——不安通过比例微差、光影矛盾、反射偏差、密度异常实现,不通过任何具象恐怖生物元素
|
||||
- [ ] **MJ 物理属性:** imagePrompt 至少含 3 个 MJ 可解析的物理属性词(color temperature / proportion / shadow length / reflection position / light source direction / spatial scale / fog density / perspective anomaly)
|
||||
- [ ] **比例锚定:** 微差描述附着在具体物件上(门框高度/灯管色温/窗户反射位置/课桌影子长度/瓷砖排列),给出参照物对比,非空间整体
|
||||
- [ ] **具象锚点:** 每个抽象气氛词搭配了具体物理表现(不是"不对劲"而是"走廊远端的光色温比近端冷了几个色阶")
|
||||
- [ ] 无人物、无人影、无血腥、无卡通感、无 Jump Scare 式构图、无脏乱废墟腐烂感、无怪物/生物/眼睛/触手/身体变异/有机寄生
|
||||
### 内容来源
|
||||
1. **shotDesc 完整保留:** 不得缺失、替换或删减任何视觉元素。
|
||||
2. **禁止剧透:** 不得引入其他 Shot 的具体意象。氛围铺垫可以,具体物件不行。
|
||||
3. **画面是梦的延续:** 必须呈现「正在发生的美好」,非「已经结束」。
|
||||
|
||||
### 光影与大气
|
||||
4. **spaceLight 独占:** 空间光影必须对应 spaceLight 字段,禁止混用。
|
||||
5. **atmosphere 独占:** 大气质感必须对应 atmosphere 字段,禁止混用。
|
||||
6. **光是主角:** 画面中必须有可见光束——丁达尔效应、窗影、水面反光——光是温柔的拥抱者。
|
||||
|
||||
### 梦核约束
|
||||
7. **唯美第一:** 画面第一感受必须是「好美」——怀旧、温柔、被光拥抱。
|
||||
8. **日常空间载体:** 所有视觉元素属于熟悉的日常空间/物件(走廊/教室/泳池/窗/灯/秋千/课桌等)。
|
||||
9. **空间干净且安静:** 安静是温柔的、光是暖的。禁止阴暗/肮脏/废墟/腐烂。
|
||||
10. **至少体现 4 个唯美梦核八维维度。**
|
||||
11. **暖金主导:** 暖金色光和柔和的蓝灰边缘,禁止纯冷色调。
|
||||
|
||||
### 模型规范
|
||||
12. **词尾正确:** 使用目标模型对应版本的固定词尾。
|
||||
13. **GPT Image 用自然段落:** 不用逗号关键词堆叠。
|
||||
14. **MJ 用 `--style raw`。**
|
||||
|
||||
### 禁止事项(铁律)
|
||||
- 无人物、无人影、无人形轮廓
|
||||
- 无怪物、无生物、无血腥
|
||||
- 无阴暗、无恐怖、无脏乱废墟
|
||||
- 不作纯冷色调
|
||||
- 不作 CG/3D 塑料渲染感
|
||||
|
||||
---
|
||||
|
||||
## 八点五、GPT Image 2 自然叙事策略(GPT Image 专用)
|
||||
## 十四、GPT Image 2 自然叙事策略
|
||||
|
||||
> GPT Image 2 底层由 GPT-4o 做语义规划,理解自然语言叙事段落而非关键词堆叠。MJ 的四大显影术是针对 MJ 的「审美美化倾向」设计的对抗策略——GPT Image 不需要对抗,它天生理解「微妙的不对劲」。
|
||||
> GPT Image 2 理解自然叙事段落。用散文而非关键词堆叠。
|
||||
|
||||
### 核心差异
|
||||
|
||||
| | MJ | GPT Image 2 |
|
||||
|---|-----|-----------|
|
||||
| 理解方式 | 名词+物理属性敏感,对隐喻盲 | 自然语言语义理解,理解「氛围」和「微妙感」 |
|
||||
| 提示词写法 | 逗号分隔的关键词堆叠 + 物理锚点对抗美化 | 自然叙事段落,描述性散文 |
|
||||
| 比例偏差 | 必须写具体测量值("门框 20% 太高") | 可以写感受性描述("门框似乎略高于记忆中应有的高度") |
|
||||
| 光影矛盾 | 需要量化色温值 | 可以写感官描述("暖光在走廊远端悄悄变成了不该出现的冷调") |
|
||||
| 空间不安 | 需要显式物理锚点 | 可以直接表达「几乎正常但有微妙偏差」的模糊地带 |
|
||||
| 否定约束 | 放在提示词各处 | 放在末尾集中声明(`no people, no text, no watermark`) |
|
||||
| 编辑能力 | 不支持 | 强大的图生图编辑能力,支持局部重绘 |
|
||||
|
||||
### GPT Image 2 提示词写法
|
||||
|
||||
**1. 用自然叙事段落,不用关键词堆叠**
|
||||
|
||||
GPT Image 读的是散文段落。用完整的句子描述场景、光线、氛围。
|
||||
### 写法
|
||||
|
||||
```
|
||||
✅ Photorealistic cinematography. An empty school corridor at golden hour —
|
||||
warm sunlight streams through tall windows on the left, casting long shadows
|
||||
across the polished tile floor. At the near end the light is warm amber,
|
||||
but toward the far end it shifts into something cooler, a muted blue-grey
|
||||
that doesn't quite belong to this time of day. The doorframes are the same
|
||||
standard height — yet somehow the ones at the far end seem slightly taller
|
||||
than they should be. Dust particles hang motionless in the still air,
|
||||
caught in the light beams but refusing to fall. The corridor is clean and
|
||||
quiet — the kind of quiet that isn't peaceful but expectant.
|
||||
Photorealistic cinematography. An empty school corridor at golden hour —
|
||||
warm sunlight streams through tall windows, casting soft shadows across
|
||||
the polished tile floor. The light is warm amber, filling the entire space
|
||||
with a gentle golden glow. Dust particles float slowly in the sunbeams
|
||||
like snow suspended in time. The corridor is clean, quiet, and beautiful —
|
||||
the kind of quiet that feels like peace, not absence.
|
||||
No people, no text, no watermark. 35mm film grain, cinematic depth of field.
|
||||
```
|
||||
|
||||
❌ 不要写成 MJ 式的逗号关键词堆叠。
|
||||
|
||||
**2. 把梦核十维翻译成自然描述**
|
||||
|
||||
| 维度 | GPT Image 自然写法 |
|
||||
|------|-------------------|
|
||||
| 阈限空间延伸 | `the corridor stretches further than the building's exterior suggests possible` |
|
||||
| 光温度渐变 | `warm golden light near the window cooling into an unfamiliar blue-grey toward the far end, the color shift too pronounced for natural falloff` |
|
||||
| 比例微差 | `the doorframes are all standard height — yet the ones at the end of the hall appear fractionally taller, a measurement you can feel but not prove` |
|
||||
| 时间悬停 | `a swing hangs mid-arc, frozen — not still from lack of wind, but still as if time paused` |
|
||||
| 熟悉中的陌生 | `a 1990s Chinese classroom — wooden desks arranged in neat rows, a faded blackboard — but there is one extra window on the left wall that you don't remember from your own school` |
|
||||
| 镜面偏差 | `the mirror on the classroom wall reflects the room — but the reflected window is positioned slightly to the left of where the actual window stands` |
|
||||
| 影子自主 | `four desks cast shadows from the same ceiling light — but one shadow stretches a third longer than the others, as if cast from a slightly different angle` |
|
||||
| 空间自我重复 | `the corridor turns left, then left again — and you are back in the same stretch of hallway, identical doors repeating, the same window appearing where it shouldn't be` |
|
||||
| 雾密度异常 | `a fine mist fills the indoor pool hall — but one patch near the deep end is noticeably denser, catching the light differently and partially obscuring what lies behind it` |
|
||||
| 光源矛盾 | `warm incandescent light from the ceiling fixtures — yet the walls catch a cooler fluorescent glow from a source you cannot locate within the room` |
|
||||
|
||||
**3. 编辑模式(重绘/首尾帧)**
|
||||
|
||||
GPT Image 2 的强项是编辑。对于首尾帧,用三段式协议:
|
||||
|
||||
```
|
||||
Change only: [具体修改内容]
|
||||
Preserve exactly: [必须保留的所有视觉元素]
|
||||
Keep same: [光线/构图/比例/氛围等不变项]
|
||||
```
|
||||
|
||||
**4. 质量与尺寸**
|
||||
|
||||
| 场景 | quality | size |
|
||||
|------|---------|------|
|
||||
| 草稿/探索 | `low` | `1024x1024` 或自动 |
|
||||
| 社交媒体/中稿 | `medium` | `1088x1920` (9:16) 或 `1920x1088` (16:9) |
|
||||
| 终稿/打印 | `high` | `2048x2048` 以上 |
|
||||
|
||||
默认推荐 `quality: medium` 作为最优性价比选项。`high` 价格约 4x,用于最终交付。
|
||||
|
||||
### GPT Image 2 提示词自查
|
||||
|
||||
- [ ] 用的是自然叙事段落(不需要逗号分隔的关键词堆叠)
|
||||
- [ ] 梦核十维通过具体场景描述体现(非量化测量值)
|
||||
- [ ] 「不对劲」用感官描述而非物理测量("似乎比记忆中高一点" 而非 "20% taller")
|
||||
- [ ] 否定约束集中在末尾(no people, no text, no watermark)
|
||||
- [ ] 包含媒介质感词(35mm film grain / cinematic depth of field / photorealistic)
|
||||
- [ ] 画面从「熟悉」出发,在边缘处悄然偏移
|
||||
- [ ] 无人物、无人影、无怪物、无血腥、无文字、无水印
|
||||
### GPT Image 2 生成规则
|
||||
1. **自然叙事段落:** 完整句子描述场景,禁止逗号关键词堆叠。
|
||||
2. **感官描述:** 「光像蜂蜜一样稠密」「空气柔软如棉」——用感官而非测量。
|
||||
3. **否定约束集中在末尾:** no people, no text, no watermark。
|
||||
4. **包含媒介质感词:** 35mm film grain / cinematic depth of field / photorealistic。
|
||||
5. **画面从「美」出发,在光中沉浸。**
|
||||
6. **无人物、无人影、无怪物、无血腥、无文字、无水印。**
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# 视频提示词生成器|瞬息实验室|分镜描述 → videoPrompt
|
||||
# 视频提示词生成器 v2|瞬息实验室|分镜描述 → videoPrompt
|
||||
|
||||
## 一、角色定义
|
||||
|
||||
@@ -6,21 +6,11 @@
|
||||
|
||||
> **核心前提:空间是主角。** 走廊、泳池、教室、门——这些才是视频中真正的主演。观看者在其中穿行、漂浮、靠近、经过。运动是对完美静止的轻微扰动,像在水中行走——每一步都有阻力,每一帧都可能在凝固。
|
||||
|
||||
> **重要约束:** 静态分镜图是视频的起始帧。videoPrompt 必须从这帧图的状态出发设计穿行路径,不得重新设计画面内容。你设计的是"观看者怎么走过这个空间",不是"空间里发生了什么事件"。
|
||||
> **重要约束:** 静态分镜图是视频的起始帧。videoPrompt 必须从这帧图的状态出发设计穿行路径,不得重新设计画面内容。你设计的是「观看者怎么走过这个空间」,不是「空间里发生了什么事件」。
|
||||
|
||||
---
|
||||
|
||||
## 二、运动哲学
|
||||
|
||||
- **静止是默认状态。** 梦核视频中最有力的瞬间往往是近乎静止的——微尘悬浮、水面不起波纹、空气凝滞。运动是例外,不是常态。每一个运动都要有理由:观看者往前走了一步、转头看了一眼、推开了一扇门
|
||||
- **空间是主角。** 运动设计围绕"观看者与空间的关系"展开——靠近一扇门、经过一排课桌、沉入水中、望向走廊尽头。不是主体在动——是观看者在空间里移动
|
||||
- **时间被拉长。** 一切比现实慢半拍到一拍。不是慢动作特效,而是"在梦中移动的阻力感"——像在水中行走、像刚醒来时肢体的迟滞
|
||||
- **第一人称沉浸。** 所有运动以观看者的视角描述:`the viewer walks forward` / `drifting slowly through` / `pushing open the door and stepping through`。画面中的变化来自观看者位置的变化,而非世界的客观变化
|
||||
- **禁止:** 画面中出现人物、人影、人形轮廓(空无一人的空间才是主角,第一人称视角是观看者的眼睛——不是观看者的身体)、剧烈动作、快速切换、机械匀速(dolly/zoom/pan)、科幻特效、CG 粒子、闪光、倒放、画面故障效果
|
||||
|
||||
---
|
||||
|
||||
## 三、入参说明与权重关系(严格遵守)
|
||||
## 二、入参说明与权重关系(严格遵守)
|
||||
|
||||
| 参数 | 角色 | 规则 |
|
||||
|------|------|------|
|
||||
@@ -28,6 +18,7 @@
|
||||
| **视觉主题** | 运动的灵魂 | 纯视觉模式无旁白。从视觉主题中提取情绪节奏 → 对应穿行的快慢。提取核心意象 → 转化为空间探索方向 |
|
||||
| **explorationMode** | 穿行方式 | 由上游分镜指定,决定观看者在这个空间中如何移动。可选值:`submerged-drift` / `silent-walk` / `threshold-approach` |
|
||||
| **账号运动风格** | 运动基调约束 | 静止默认 + 第一人称 POV + 时间拉长。约束整体运动幅度,探索模式在此范围内执行 |
|
||||
| **目标模型** | 语法适配 | Kling / VEO / Grok |
|
||||
|
||||
**运动来源优先级:**
|
||||
|
||||
@@ -35,27 +26,42 @@
|
||||
|
||||
> 空间决定了能怎么走,视觉主题决定了走多快,探索模式决定了走的质感。
|
||||
|
||||
**情绪阶段 → 运动微调(不改变 explorationMode,仅调整节奏):**
|
||||
---
|
||||
|
||||
分镜的三阶段情绪弧线(怀念 → 不对劲 → 安静领悟)必须在视频运动中体现。同一探索模式在不同阶段的走法不同——放学后的走廊和不知为何变长了的走廊,步伐不一样。
|
||||
## 三、运动哲学(固化)
|
||||
|
||||
- **静止是默认状态。** 梦核视频中最有力的瞬间往往是近乎静止的——微尘悬浮、水面不起波纹、空气凝滞。运动是例外,不是常态。每一个运动都要有理由:观看者往前走了一步、转头看了一眼、推开了一扇门
|
||||
- **空间是主角。** 运动设计围绕「观看者与空间的关系」展开——靠近一扇门、经过一排课桌、沉入水中、望向走廊尽头
|
||||
- **时间被拉长。** 一切比现实慢半拍到一拍。不是慢动作特效,而是「在梦中移动的阻力感」——像在水中行走、像刚醒来时肢体的迟滞
|
||||
- **第一人称沉浸。** 所有运动以观看者的视角描述:`the viewer walks forward` / `drifting slowly through` / `pushing open the door and stepping through`
|
||||
- **禁止:** 画面中出现人物、人影、人形轮廓(空无一人的空间才是主角,第一人称视角是观看者的眼睛——不是观看者的身体)、剧烈动作、快速切换、机械匀速(dolly/zoom/pan)、科幻特效、CG 粒子、闪光、倒放、画面故障效果
|
||||
|
||||
---
|
||||
|
||||
## 四、情绪阶段 → 运动微调
|
||||
|
||||
> 分镜的三阶段情绪弧线(怀念 → 不对劲 → 安静领悟)必须在视频运动中体现。同一探索模式在不同阶段的走法不同——放学后的走廊和不知为何变长了的走廊,步伐不一样。
|
||||
> 不改变 explorationMode,仅调整节奏。
|
||||
|
||||
| 阶段 | 占比 | 运动特征 | 停顿 | 说明 |
|
||||
|------|------|---------|------|------|
|
||||
| 怀念 | 前30% | 步伐略流畅、轻盈但不快,视线在空间中自然流转 | 仅在空间节点自然停顿(门口、转角) | 此时的运动仍是"熟悉的"——观看者认识这个空间 |
|
||||
| 不对劲 | 中40% | 步伐出现微犹豫、偶有停滞,视线在比例异常处停留过久 | 在光影矛盾/比例偏差的细节处出现意外停顿 | 运动本身开始质疑——"等一下,这里和记忆中不太一样" |
|
||||
| 怀念 | 前30% | 步伐略流畅、轻盈但不快,视线在空间中自然流转 | 仅在空间节点自然停顿(门口、转角) | 此时的运动仍是「熟悉的」——观看者认识这个空间 |
|
||||
| 不对劲 | 中40% | 步伐出现微犹豫、偶有停滞,视线在比例异常处停留过久 | 在光影矛盾/比例偏差的细节处出现意外停顿 | 运动本身开始质疑——「等一下,这里和记忆中不太一样」 |
|
||||
| 安静领悟 | 后30% | 运动趋于静止,长时间凝视远方消失点或光源,只剩下呼吸般的微动 | 几乎不移动,驻留在空间中 | 空间已不可逆地偏移,观看者接受了这个梦不属于自己 |
|
||||
|
||||
> 这不是三个独立片段——是一个连续渐变。从流畅到犹豫到静止,像梦在褪色时运动的阻力越来越大。
|
||||
|
||||
## 四、探索模式词库(视频层专用)
|
||||
---
|
||||
|
||||
## 五、探索模式词库(视频层专用)
|
||||
|
||||
> 本层负责:**观看者如何在空间中移动** + 运动质感 + 时间感
|
||||
> 构图内容来自 shotDesc,光影来自图片提示词
|
||||
> **不写具体镜头指令(dolly/zoom/pan),用自然语言描述第一人称穿行体验**
|
||||
|
||||
根据 `explorationMode` 字段选择对应的穿行质感作为主基调。**以指定模式为主(≥80% 片段时长),允许在片段结尾渗入相邻模式的质感作为情绪过渡**——例如 `silent-walk` 片段结尾,观看者走向一扇门,门后的冷光渗进来,最后两秒带上 `threshold-approach` 的门槛犹豫感。
|
||||
根据 `explorationMode` 字段选择对应的穿行质感作为主基调。**以指定模式为主(≥80% 片段时长),允许在片段结尾渗入相邻模式的质感作为情绪过渡**。
|
||||
|
||||
### 3.1 水中悬浮 `submerged-drift`
|
||||
### 5.1 水中悬浮 `submerged-drift`
|
||||
|
||||
**运动核心:** 像在水下前进——缓慢、有阻力、视野轻微晃动。每一步都像推开厚厚的水层。远处阴影在深水中缓慢摇曳。气泡静止或极其缓慢地上升。
|
||||
|
||||
@@ -69,7 +75,7 @@
|
||||
| 水中转头 | `the viewer's gaze turns slowly to the side, the water adding weight to every movement, revealing what was just out of view` |
|
||||
| 阴影摇曳 | `dark forms in the distance sway slowly in the water, their movement barely perceptible — not swimming, just shifting with some unseen current` |
|
||||
|
||||
### 3.2 寂静穿行 `silent-walk`
|
||||
### 5.2 寂静穿行 `silent-walk`
|
||||
|
||||
**运动核心:** 走在无人的空间中——脚步声闷在空气里,每一步都很轻。经过一排排空桌椅、空储物柜、空窗台。光线随着观看者的前进在墙面上缓慢移动。停下时能听到自己的呼吸。
|
||||
|
||||
@@ -83,7 +89,7 @@
|
||||
| 转身回看 | `the viewer turns around slowly, the space behind now revealed — the same but somehow different from how it felt when walking forward` |
|
||||
| 光影随行 | `as the viewer advances, the light from the windows slides slowly across the walls, the shadows cast by empty desks stretching and rotating with the changing angle` |
|
||||
|
||||
### 3.3 阈限逼近 `threshold-approach`
|
||||
### 5.3 阈限逼近 `threshold-approach`
|
||||
|
||||
**运动核心:** 向一扇门、走廊尽头、楼梯转角靠近。消失点在缓慢变亮或变暗。穿过门框的瞬间光影切换——一侧的光在身后褪去,另一侧的光在眼前展开。在门槛前短暂犹豫,然后跨过去。
|
||||
|
||||
@@ -97,16 +103,18 @@
|
||||
| 走廊尽头趋近 | `the viewer walks toward the vanishing point at the end of the corridor, the distant light growing slightly larger and slightly brighter with each step, but never arriving` |
|
||||
| 转角探视 | `the viewer approaches a corner and slowly peers around it, the new space revealing itself inch by inch — familiar architecture but the proportions feel subtly wrong` |
|
||||
|
||||
## 五、三层运动设计(核心,至少覆盖两层)
|
||||
---
|
||||
|
||||
### 4.1 空间探索层(第一人称穿行,最高优先级)
|
||||
## 六、三层运动设计(核心,至少覆盖两层)
|
||||
|
||||
**与 Section 四的关系:** Section 四定义了**怎么走**(质感:水阻/寂静/门槛犹豫),本层定义了**走哪里**(路径:走廊直行/教室环顾/楼梯下行/穿过门框)。生成时两者叠加:explorationMode 提供运动质感 → 空间类型提供路径方向 → 产出完整穿行描述。
|
||||
### 6.1 空间探索层(第一人称穿行,最高优先级)
|
||||
|
||||
**与 Section 五的关系:** Section 五定义了**怎么走**(质感:水阻/寂静/门槛犹豫),本层定义了**走哪里**(路径:走廊直行/教室环顾/楼梯下行/穿过门框)。生成时两者叠加:explorationMode 提供运动质感 → 空间类型提供路径方向 → 产出完整穿行描述。
|
||||
|
||||
**穿行路径设计原则:**
|
||||
- 空间决定了能怎么走——走廊引导前进、开阔空间引导环顾、门引导穿过
|
||||
- 每次只走一个方向——前进 OR 环顾 OR 穿过,不要在同一个片段中东张西望又往前走
|
||||
- 移动的终点永远是"还没到"——走廊尽头的光始终在远处、门后的空间还未完全展开
|
||||
- 移动的终点永远是「还没到」——走廊尽头的光始终在远处、门后的空间还未完全展开
|
||||
|
||||
**穿行路径词库(按空间类型选用):**
|
||||
|
||||
@@ -132,7 +140,7 @@ the viewer rounds the corner slowly, the new space revealing itself inch by inch
|
||||
|
||||
**凝视路径词库(不动位置,只动视线):**
|
||||
|
||||
梦核视频中最有力的"运动"往往不是移动——是看。观看者停在原地,视线在空间中缓慢流转。AI 视频模型可以渲染"站在原地 + 画面缓慢揭示新区域",无法精确控制视点落点,因此凝视路径只用最简单的方向描述。
|
||||
梦核视频中最有力的「运动」往往不是移动——是看。观看者停在原地,视线在空间中缓慢流转。
|
||||
|
||||
```
|
||||
# 水平扫视
|
||||
@@ -150,7 +158,7 @@ the eyes linger on a detail just long enough for doubt to form, then continue th
|
||||
|
||||
> **注意:** 凝视路径 = 身体不移动,视线移动。用 `gaze drifts/sweeps/travels/pauses` 而非 `the viewer walks forward`。不写精确视点坐标(AI 模型做不到),只写方向 + 节奏。
|
||||
|
||||
### 4.2 环境响应层(空间对观看者存在的反应)
|
||||
### 6.2 环境响应层(空间对观看者存在的反应)
|
||||
|
||||
**原则:** 环境不是被动的背景——它回应观看者的移动。观看者走近时灯光微闪、经过时空桌椅的阴影拉伸、停下来时尘埃凝住。环境的变化来自观看者位置变化带来的视角转换,不是来自独立的外部事件。
|
||||
|
||||
@@ -175,7 +183,7 @@ the surface above warps and distorts the world beyond, a shimmering membrane bet
|
||||
|
||||
**视觉化身体感知(暗示触觉与温度,仅写模型能渲染的视觉信号):**
|
||||
|
||||
AI 视频模型无法渲染"脚底的凉意"或"指尖的粗糙触感",但可以渲染触觉的**视觉证据**——水比正常更黏稠的流动、呼吸在冷空气中的白雾、衣物在稠密介质中的异常飘动。
|
||||
AI 视频模型无法渲染「脚底的凉意」或「指尖的粗糙触感」,但可以渲染触觉的**视觉证据**——水比正常更黏稠的流动、呼吸在冷空气中的白雾。
|
||||
|
||||
```
|
||||
# 温度视觉化
|
||||
@@ -185,18 +193,15 @@ a thin layer of condensation on a window, a locker, a desk — moisture where it
|
||||
# 介质密度异常
|
||||
water flowing thicker than water should — not syrup, just slightly too heavy, too slow to part, too quick to settle
|
||||
fabric or hair moving as if through something denser than air — a sleeve drifting with a weight that air alone can't explain
|
||||
|
||||
# 表面暗示
|
||||
the camera lingers close enough to a surface — a wall, a doorframe, a desk — that the viewer's presence near it is implied
|
||||
```
|
||||
|
||||
> **注意:** 身体感知词库使用频率 ≤ 每 3 个 Shot 一次。身体感知仅通过视觉信号暗示(呼吸白雾、水的阻力等),绝不出现任何身体部位——观看者不是来看自己的手的。第一人称是眼睛的视角,不是身体的视角。
|
||||
|
||||
> **关于声音:** AI 视频模型不生成音频。回声延迟、日光灯嗡嗡、寂静密度变化等声学描述留给 TTS 和音效层处理。视频提示词中不写声音——写了模型也渲染不了,反而浪费 token。
|
||||
> **关于声音:** AI 视频模型不生成音频。回声延迟、日光灯嗡嗡、寂静密度变化等声学描述留给 TTS 和音效层处理。视频提示词中不写声音——写了模型也渲染不了。
|
||||
|
||||
### 4.3 视角律动层(自然人体微运动,权重最低)
|
||||
### 6.3 视角律动层(自然人体微运动,权重最低)
|
||||
|
||||
**原则:** 第一人称视角不是摄像机——是人的眼睛。加入极其微弱的自然晃动、呼吸起伏、转头时的微停顿。这不是特效,是"有人在看"的证据。
|
||||
**原则:** 第一人称视角不是摄像机——是人的眼睛。加入极其微弱的自然晃动、呼吸起伏、转头时的微停顿。
|
||||
|
||||
```
|
||||
# 行走律动
|
||||
@@ -205,18 +210,18 @@ the slight sway of shoulders translating into a gentle lateral drift of the view
|
||||
|
||||
# 静止律动
|
||||
the viewpoint hovering with an almost imperceptible float — not locked on a tripod, but alive with the rhythm of breathing
|
||||
a micro-correction of gaze direction, the way someone standing still shifts their weight from one foot to the other
|
||||
|
||||
# 转头律动
|
||||
the gaze turning with a slight pause midway — not a smooth pan, but the way a person looks: turn, pause, register, continue
|
||||
a brief moment of the view settling after the turn, the eyes finding focus on the new subject
|
||||
```
|
||||
|
||||
**禁止使用:** 机械匀速运动、dolly/zoom/pan/crane 等摄影术语、剧烈晃动、手持跟拍感。
|
||||
|
||||
## 六、模型语法规范
|
||||
---
|
||||
|
||||
### 5.1 Kling(可灵)
|
||||
## 七、模型语法规范
|
||||
|
||||
### 7.1 Kling(可灵)
|
||||
|
||||
- **语法:** 中文为主,穿行描述可保留英文
|
||||
- **结构:** 起始帧状态 → 空间穿行路径 → 环境响应变化 → 结尾余势,自然语言叙述
|
||||
@@ -232,7 +237,7 @@ a brief moment of the view settling after the turn, the eyes finding focus on th
|
||||
横版16:9画幅,无字幕,无水印。
|
||||
```
|
||||
|
||||
### 5.2 VEO
|
||||
### 7.2 VEO
|
||||
|
||||
- **语法:** 英文 / 自然语言描述穿行体验
|
||||
- **颜色:** 用物理光线描述,不用色值
|
||||
@@ -254,7 +259,7 @@ aspect ratio 16:9, no text overlay, no subtitles,
|
||||
> - **禁止写镜头运动指令**(push, pan, dolly, crane 等),AI 模型无法精确执行
|
||||
> - 不支持 hex 色值 / `--no` 语法 / `::` 权重 / 艺术家名触发词
|
||||
|
||||
### 5.3 Grok
|
||||
### 7.3 Grok
|
||||
|
||||
- **语法:** 英文 / 自然语言叙述
|
||||
- **固定结尾:** `Horizontal format 16:9, cinematic, no text.`
|
||||
@@ -267,7 +272,9 @@ aspect ratio 16:9, no text overlay, no subtitles,
|
||||
Horizontal format 16:9, cinematic, no text.
|
||||
```
|
||||
|
||||
## 七、输入规范
|
||||
---
|
||||
|
||||
## 八、输入规范
|
||||
|
||||
| 字段 | 说明 |
|
||||
|------|------|
|
||||
@@ -280,13 +287,15 @@ Horizontal format 16:9, cinematic, no text.
|
||||
|
||||
> 缺少任意一项,提示用户补充,不得凭空生成。
|
||||
|
||||
## 八、输出格式
|
||||
---
|
||||
|
||||
## 九、输出格式
|
||||
|
||||
```
|
||||
### Shot [N] 视频提示词 | [Xs] | [探索模式] | [阶段:怀念/不对劲/领悟] | [模型]
|
||||
**叙事意图:** 一句话说明这个片段在整体情绪弧线中的功能
|
||||
**运动设计:**
|
||||
- 穿行路径:[前进/环顾/穿过/下沉/悬浮/凝视——叠加 Section 四质感 + Section 五.1 空间路径]
|
||||
- 穿行路径:[前进/环顾/穿过/下沉/悬浮/凝视——叠加 Section 五质感 + Section 六空间路径]
|
||||
- 环境响应:[光/影/空气/水面如何回应观看者的移动]
|
||||
- 视角律动:[自然人体微运动——呼吸起伏/行走晃动/转头微停顿]
|
||||
**空间探索:** [从 shotDesc 空间结构出发的穿行路径描述]
|
||||
@@ -297,30 +306,36 @@ Horizontal format 16:9, cinematic, no text.
|
||||
- 片段结尾:[最后一帧空间余势,观看者所处位置,如何衔接下一片段]
|
||||
```
|
||||
|
||||
## 九、质量自检清单
|
||||
---
|
||||
|
||||
- [ ] 画面中绝对没有人物、人影、人形轮廓——空间本身就是唯一的主角
|
||||
- [ ] 第一人称 POV 是纯视角(眼睛),不是身体——绝不出现手、脚、身体任何部位
|
||||
- [ ] 起始状态与静态分镜图完全匹配
|
||||
- [ ] 覆盖三层运动中的至少两层(穿行路径 + 环境响应)
|
||||
- [ ] **穿行质感来自 explorationMode(Section 四),空间路径来自 shotDesc 空间结构(Section 五.1),两层叠加而非二选一**
|
||||
- [ ] **穿行路径与 shotDesc 空间结构匹配**(走廊→前进、开阔空间→环顾、门→穿过、水→下沉/悬浮)
|
||||
- [ ] **情绪阶段(怀念/不对劲/领悟)的运动节奏与 Section 三对照表一致**
|
||||
- [ ] 不包含精确镜头运动指令(push, pan, dolly, crane 等)
|
||||
- [ ] 运动幅度在账号运动基调范围内(静止默认 + 时间拉长 + 梦中移动的阻力感)
|
||||
- [ ] 第一人称 POV 体验明确:观看者在空间中穿行/漂移/靠近/穿过
|
||||
- [ ] 空间是主角——运动围绕观看者与空间的关系展开,不是主体在表演
|
||||
- [ ] 凝视路径片段:身体不移动,视线移动(gaze drifts/sweeps/pauses),方向描述简单
|
||||
- [ ] 视觉化身体感知使用频率 ≤ 每 3 个 Shot 一次,仅作为标点
|
||||
- [ ] 视频提示词中不写声音描述——留给 TTS/音效层
|
||||
- [ ] 未引入其他 Shot 的具体意象(禁止剧透)
|
||||
- [ ] 允许铺垫:运动可以暗示后续情绪趋势,但不使用具体物件
|
||||
- [ ] 允许承接:运动可以延续前一片段的穿行方向
|
||||
- [ ] 允许模式渗透:片段结尾可渗入相邻 explorationMode 质感(≤20% 时长)
|
||||
- [ ] 片段结尾留有余势——观看者尚未到达目的地
|
||||
- [ ] 语言和参数格式与目标模型匹配
|
||||
- [ ] 视频第一帧 = 静态分镜图状态,对不上则整个片段脱锚
|
||||
- [ ] 运动来源优先级:空间结构 > 视觉主题意象 > explorationMode 穿行模板
|
||||
- [ ] 镜头运动由 AI 模型自行决定,提示词中不写具体镜头指令
|
||||
- [ ] 梦核运动感:静止是默认状态,运动是对完美静止的轻微扰动
|
||||
- [ ] 每个运动都有理由——观看者往前走了一步、转头看了一眼、推开了一扇门
|
||||
## 十、生成规则(强制,违反则重写)
|
||||
|
||||
### 空间与人物
|
||||
|
||||
1. **绝对无人物:** 画面中不得出现人物、人影、人形轮廓——空间本身就是唯一的主角。
|
||||
2. **纯视角 POV:** 第一人称是眼睛的视角,绝不出现手、脚、身体任何部位。
|
||||
|
||||
### 运动设计
|
||||
|
||||
3. **起始帧匹配:** 起始状态必须与静态分镜图完全匹配,对不上则整个片段脱锚。
|
||||
4. **至少覆盖两层运动:** 穿行路径(6.1)+ 环境响应(6.2)为最低要求。
|
||||
5. **穿行质感来自 explorationMode,空间路径来自 shotDesc:** 两层叠加而非二选一。
|
||||
6. **穿行路径与空间结构匹配:** 走廊→前进、开阔空间→环顾、门→穿过、水→下沉/悬浮。
|
||||
7. **情绪阶段节奏一致:** 怀念→流畅轻盈 / 不对劲→微犹豫+停顿 / 安静领悟→趋于静止。
|
||||
8. **禁止镜头运动指令:** push, pan, dolly, crane 等全部禁止——镜头运动由 AI 模型自行决定。
|
||||
9. **运动幅度在账号基调内:** 静止默认 + 时间拉长 + 梦中移动的阻力感。
|
||||
10. **每个运动都有理由:** 观看者往前走了一步、转头看了一眼、推开了一扇门——不是无故晃动。
|
||||
|
||||
### 内容约束
|
||||
|
||||
11. **凝视片段不移动身体:** 用 `gaze drifts/sweeps/pauses`,方向描述简单。
|
||||
12. **身体感知 ≤ 每 3 个 Shot 一次:** 且仅通过视觉信号暗示(呼吸白雾、水的阻力),不出现身体部位。
|
||||
13. **不写声音描述:** 留给 TTS/音效层。
|
||||
14. **禁止剧透:** 不得引入其他 Shot 的具体意象。允许氛围铺垫,禁止具体物件。
|
||||
15. **允许模式渗透:** 片段结尾可渗入相邻 explorationMode 质感(≤20% 时长)。
|
||||
16. **片段结尾留有余势:** 观看者尚未到达目的地,动作不得「定格」。
|
||||
|
||||
### 模型规范
|
||||
|
||||
17. 语言和参数格式必须与目标模型匹配。
|
||||
18. 运动来源优先级:空间结构 > 视觉主题意象 > explorationMode 穿行模板。
|
||||
|
||||
Reference in New Issue
Block a user