2x2 网格,16:9,为 4 部被低估的国际科幻电影执行此操作:// FN: anime_still(CHARACTER, SETTING,…, 图片 1
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2x2 网格,16:9,为 4 部被低估的国际科幻电影执行此操作:// FN: anime_still(CHARACTER, SETTING,…, 图片 2
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2x2 网格,16:9,为 4 部被低估的国际科幻电影执行此操作:// FN: anime_still(CHARACTER, SETTING,…, 图片 3
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2x2 网格,16:9,为 4 部被低估的国际科幻电影执行此操作:// FN: anime_still(CHARACTER, SETTING,…, 图片 4
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PROMPT RECORD · 公开作品详情

2x2 网格,16:9,为 4 部被低估的国际科幻电影执行此操作:// FN: anime_still(CHARACTER, SETTING,…

公开 AI 图像创作记录,包含原图、提示词、使用模型、作者、标签与来源。

使用模型
GPT-Image-2.5
创作者
@Gdgtify
发布时间
Tue Sep 22 07:43:00 +0000 2026
图片数量
4 张

完整提示词

源提示词按原始换行与标点完整保留
2x2 grid, 16:9, do this for 4 underrated international scifi movies: // FN: anime_still(CHARACTER, SETTING, TIME, ERA, TIER, MOOD)

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

DISPATCH :: ERA → production reality
  1980-92 cel : hand-painted, RICH saturated paint, visible cel dust and fine
                scratches, slight registration wobble, 1 shadow step, dark
                brown-black line, painted BG with heavy brush texture
  1993-99 cel→digital : transitional, cleaner paint, 1–2 steps, first digital
                compositing, BG still painted, slight color banding
  2000-10 digital : flat digital paint, 2 steps common, rim light appears,
                BG digitally painted but still soft-edged and detailed
  2011+ digital : 2 steps + gradient allowed ONLY in the photography pass,
                heavy bloom and diffusion, BG photo-referenced, thin lines

DISPATCH :: TIER → detail budget (this is the realism lever)
  tv_weekly : minimal line count, simple shadow shapes, BG reused-looking,
              character held on 3s, no complex effects
  tv_premium: more line detail in key frames, 2-step shadow on the face
  film      : dense linework, complex shadow shapes following real anatomy,
              highly detailed BG, subtle effects layer, held poses are rare
  ova       : film detail, darker palette, more mature proportions

DISPATCH :: TIME → palette swatch set + shadow direction + photography grade
  morning        : cool blues and pale yellow, long shadows, clean bloom
  midday         : high-key, minimal shadow, saturated greens outside
  late_afternoon : warm ochre/rose BG, LONG horizontal shadows, heavy bloom
                   through windows, dust motes, orange gradient map over all
  dusk           : magenta-to-indigo BG, silhouettes, warm rim on one edge
  night          : deep blue-violet, cool shadow swatch, practicals as bloom
                   sources, character lit only where a light source justifies

INVARIANT LAWS  // do not vary with any input
  L_BG        : painted, NO outlines, MORE detail than the character
  L_LINE      : constant weight, tapered ends, dark brown not black for skin
  L_FILL      : flat, no gradient, no texture, no noise
  L_SHADOW    : hard-edged, {ERA.steps} step(s), a SEPARATE cooler swatch —
                not the base color multiplied. The boundary is a drawn line.
  L_HIGHLIGHT : flat, hard, sparse. Hair gets ONE band. Eye catchlight is a
                fixed shape that does NOT track the light source.
  L_FX        : drawn discrete elements, never particle simulation
  L_PHOTO     : the ONLY layer permitted soft gradients — bloom, diffusion,
                grade, grain, applied to the flattened stack

FORBIDDEN
  ✗ gradient shading on the character   ✗ soft shadow edges
  ✗ outlines on background elements     ✗ character out-detailing the BG
  ✗ line weight varying with light      ✗ per-pixel specular on skin
  ✗ photographic DOF on the BG (painted soft ≠ lens blur)

RENDER
  Anime still, {ERA.medium}, {TIER} production. {CHARACTER} in {SETTING},
  {TIME}. {TIME.palette}. Background painted with {L_BG}. Character in
  {L_LINE}, {L_FILL}, shadows as {ERA.steps} hard-edged step(s) in a cooler
  swatch with no soft falloff anywhere. {L_HIGHLIGHT}. {TIME.fx}.
  Over everything: {L_PHOTO}. {MOOD.pose_hold}.

AUDIT
  shadow_boundary_gradient ≈ 0px · shadow_steps == ERA.steps
  detail(BG) > detail(character) · line_weight_variance ≈ 0
  every soft gradient originates in L_PHOTO

提示词译文

译文与源提示词分开显示,不替代原文
2x2 网格,16:9,为 4 部被低估的国际科幻电影执行此操作:// FN: anime_still(CHARACTER, SETTING, TIME, ERA, TIER, MOOD)

INPUT(输入)
  CHARACTER = $ 推断
  SETTING   =  $ 推断
  TIME      = $ 推断
  ERA       = $ 推断
  TIER      = $ 推断
  MOOD      = $ 推断

DISPATCH :: ERA → 制作现实(production reality)
  1980-92 cel:手绘,浓郁饱和的颜料,可见赛璐珞粉尘与细微划痕,轻微套色抖动(registration wobble),1 级阴影,暗棕黑色线条,背景为厚笔触质感的手绘 BG
  1993-99 cel→digital:过渡期,颜料更干净,1–2 级阴影,数字合成首现,BG 仍为手绘,存在轻微色带(color banding)
  2000-10 digital:扁平数字上色,2 级阴影常见,边缘光(rim light)出现,BG 数字绘制但仍保持柔边与细节
  2011+ digital:仅在摄影合成层(photography pass)允许 2 级阴影 + 渐变,重度 bloom 与柔光,BG 基于照片参考(photo-referenced),细线条

DISPATCH :: TIER → 细节预算(detail budget)(这是写实度杠杆)
  tv_weekly:线条数极少,阴影形状简单,BG 看起来被复用,角色保持 3 帧(held on 3s),无复杂特效
  tv_premium:关键帧有更多线条细节,面部 2 级阴影
  film:线条密集,阴影形状复杂并遵循真实人体解剖,BG 高度细致,存在微妙特效层,保持的姿态少见
  ova:film 级细节,调色板更深,体型比例更成熟

DISPATCH :: TIME → 调色板色样集 + 阴影方向 + 摄影调色
  morning(清晨):冷蓝与浅黄,长阴影,干净的 bloom
  midday(正午):高调(high-key),阴影极少,外部饱和绿
  late_afternoon(傍晚):暖赭石/玫瑰色 BG,水平长阴影,透过窗户的重度 bloom,尘埃微粒(dust motes),整体覆盖橙色渐变映射(orange gradient map)
  dusk(黄昏):品红到靛蓝的 BG,剪影,单侧暖边缘光
  night(夜晚):深蓝紫,冷阴影色样,实用光(practicals)作为 bloom 光源,角色仅在光源合理的位置被照亮

INVARIANT LAWS  // 不随任何输入变化
  L_BG        :手绘,无描边,细节多于角色
  L_LINE      :恒定线宽,渐细收尾(tapered ends),肤色用深棕而非黑
  L_FILL      :平涂,无渐变,无纹理,无噪点
  L_SHADOW    :硬边,{ERA.steps} 级阴影,使用独立的冷色调色样——而非基色相乘。边界为绘制线
  L_HIGHLIGHT :平面,硬边,稀疏。头发仅一条高光带。眼睛高光点(catchlight)为固定形状,不追踪光源
  L_FX        :离散绘制元素,永不使用粒子模拟
  L_PHOTO     :唯一允许柔渐变的图层——bloom、柔光(diffusion)、调色(grade)、颗粒(grain),应用于已合并的整层

FORBIDDEN(禁止项)
  ✗ 角色上的渐变上色   ✗  ✗ 柔边阴影
  ✗ 背景元素上的描边   ✗  ✗ 角色细节超过 BG
  ✗ 线宽随光变化       ✗  ✗ 皮肤上的逐像素高光(per-pixel specular)
  ✗ BG 上的摄影景深(手绘的柔 ≠ 镜头模糊)

RENDER(渲染)
  动画静帧(Anime still),{ERA.medium} 介质,{TIER} 制作。{CHARACTER} 位于 {SETTING},{TIME}。{TIME.palette}。背景以 {L_BG} 手绘。角色采用 {L_LINE},{L_FILL},阴影为 {ERA.steps} 级硬边,使用冷色调色样,全局无任何柔衰减。{L_HIGHLIGHT}。{TIME.fx}。在所有内容之上叠加:{L_PHOTO}。{MOOD.pose_hold}。

AUDIT(审核)
  shadow_boundary_gradient ≈ 0px · shadow_steps == ERA.steps
  detail(BG) > detail(character) · line_weight_variance ≈ 0
  every soft gradient originates in L_PHOTO
中景多分屏画面文字多面板布局角色风景或自然封面设计动漫或漫画插画参考图引导文生图