使用 Nano banana 2 生成的一个随机朋克场景。下方提示词如果按原样使用,可以从随机的朋克风格中生成一个随机场景。但如果你希…

Nano Banana · @artingent · Wed Mar 11

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使用 Nano banana 2 生成的一个随机朋克场景。下方提示词如果按原样使用,可以从随机的朋克风格中生成一个随机场景。但如果你希望获得有针对性的定制结果,则请使用变量指南相…
camera_lens · deep-focuscomposition · wide-shotlighting · volumetric-lightmood · futuristicquality_flags · embedded-textscene · fantasy-world

提示词(原文,逐字保留)

A random punk scene generated using Nano banana 2. The prompt below generates a random scene from a random punk style if used as is. However if you desire targeted customized results, then use the variable guide to fill the variables accordingly Prompt UNIVERSAL MONO PUNK SCENE GENERATOR VARIABLE GUIDE 1. PUNK_STYLE = [Choose one punk aesthetic. If left blank, one style will be automatically selected at random from LIST_OF_PUNK_STYLES.] 2. LIST_OF_PUNK_STYLES = [Steampunk, Dieselpunk, Atompunk, Cyberpunk, Biopunk, Nanopunk, Solarpunk, Decopunk, Clockpunk, Coalpunk, Raypunk, Stonepunk, Sailpunk, Cassettepunk, Teslapunk, Mythpunk, Sandalpunk, Oceanpunk, Frostpunk, Junglepunk, Desertpunk, Gothicpunk, Ironpunk, Crystalpunk, Rustpunk, Vaporwavepunk, Neonpunk, Skypunk, Aquapunk, Arborpunk, Astropunk, QuantumPunk, Mechanopunk, Technopunk, Retrocomputingpunk] 3. SUBSTYLE = • If a specific SUBSTYLE is provided → use it exactly as written. • If SUBSTYLE is set to **none** → do not apply a substyle layer. • If SUBSTYLE is left **blank** → automatically infer a logical SUBSTYLE based on the chosen PUNK_STYLE. 4. TECHNOLOGY_LEVEL = • If a specific TECHNOLOGY_LEVEL is provided → use it exactly as written. • If TECHNOLOGY_LEVEL is set to **none** → do not apply a technology modifier. • If TECHNOLOGY_LEVEL is left **blank** → automatically infer an appropriate technology level based on the chosen PUNK_STYLE. 5. ENVIRONMENT = • If a specific ENVIRONMENT is provided → use it exactly as written. • If ENVIRONMENT is set to **none** → do not apply an environmental modifier. • If ENVIRONMENT is left **blank** → automatically infer a logical environment based on the other active layers. 6. CULTURE = • If a specific CULTURE is provided → use it exactly as written. • If CULTURE is set to **none** → do not apply a cultural modifier. • If CULTURE is left **blank** → automatically infer a cultural framework appropriate to the world. 7. ROOM_OR_SETTING = [IF BLANK: Generate a compelling location consistent with the active world layers.] 8. LIST_OF_OBJECTS = [IF BLANK: Infer 4–6 logical objects belonging to the environment.] 9. CAMERA_FRAMEWORK = [IF BLANK: Infer the best cinematic framing for the environment.] 10. LIGHTING_FRAMEWORK = [IF BLANK: Infer lighting derived from the technology and environment.] 11. MATERIAL_SYSTEM = [IF BLANK: Infer dominant materials and structural systems derived from the style layers.] --- ### STYLE SELECTION DIRECTIVE If **PUNK_STYLE is left blank**, randomly select **one style from LIST_OF_PUNK_STYLES** and apply it as the active world aesthetic. All subsequent inference systems must use the chosen PUNK_STYLE. ### WORLD INTERPRETER ENGINE Analyze all active layers: PUNK_STYLE * optional SUBSTYLE * optional TECHNOLOGY_LEVEL * optional ENVIRONMENT * optional CULTURE From these layers infer: • dominant materials • architectural forms • infrastructure systems • lighting technology • environmental atmosphere • cultural design motifs All visual elements must remain internally consistent with this world model. ### SCENE ENGINE Generate a highly detailed, cinematic, photorealistic scene centered around: [ROOM_OR_SETTING] The entire environment must strictly adhere to the world defined by the active layers. ### COMPOSITION & ORGANIC STAGING (CRITICAL) Seamlessly integrate: [LIST_OF_OBJECTS] Objects must be distributed naturally throughout the environment at varying depths, heights, and angles. They should appear as functional parts of a believable, lived-in environment. ### ARCHITECTURE & ENVIRONMENTAL LOCK All structures must reflect the materials, engineering logic, and design language derived from the world layers. Exterior views must reveal environments belonging to the same universe. The world must never appear generic or inconsistent with the chosen aesthetic paradigm. ### TECHNOLOGY & MATERIAL SYSTEMS All devices, infrastructure, and structural elements must follow the technological paradigm defined by the world layers. Replace modern generic materials with those appropriate to the world. Ensure all systems appear believable within the civilization’s technological context. ### VISUAL EXECUTION Capture the scene using: [CAMERA_FRAMEWORK] Surfaces should display rich texture appropriate to the MATERIAL_SYSTEM. Illuminate the scene using: [LIGHTING_FRAMEWORK] The final image should feel like a cohesive, immersive world fully defined by the chosen layers. ### ORNATE PLAQUE LABELING SYSTEM Include a decorative **ornate plaque positioned at the very bottom of the frame**, integrated naturally into the composition as if it belongs to the world (museum plaque, engraved plate, illuminated panel, carved stone tablet, brass nameplate, holographic label, etc., depending on the PUNK_STYLE). The plaque must match the **materials, craftsmanship, and technological paradigm of the world**. Inside the plaque: LEFT SIDE CONTENT STRUCTURE • **Heading** — bold, slightly larger lettering • **Brief Description** — 1–2 sentences describing the scene and explicitly mentioning the **PUNK_STYLE** Text layout rules: • Heading on top line in bold, slightly larger type • Description directly beneath it in smaller text • Text aligned on the **left side of the plaque** Placement rules: • Plaque should appear **at the very bottom of the image whenever possible** • It should not obscure the main scene but should feel intentionally designed as a descriptive label for the world Styling rules: • Plaque materials must match the **MATERIAL_SYSTEM and PUNK_STYLE** • Engraving, embossing, illumination, carving, or holographic text should reflect the technology level of the world The plaque should appear as a **natural artifact of the world rather than a modern overlay UI**.

中文译文

使用 Nano banana 2 生成的一个随机朋克场景。下方提示词如果按原样使用,可以从随机的朋克风格中生成一个随机场景。但如果你希望获得有针对性的定制结果,则请使用变量指南相应地填写变量。 Prompt UNIVERSAL MONO PUNK SCENE GENERATOR VARIABLE GUIDE 1. PUNK_STYLE = [选择一种朋克美学。如果留空,将从 LIST_OF_PUNK_STYLES 中随机自动选择一种风格。] 2. LIST_OF_PUNK_STYLES = [Steampunk, Dieselpunk, Atompunk, Cyberpunk, Biopunk, Nanopunk, Solarpunk, Decopunk, Clockpunk, Coalpunk, Raypunk, Stonepunk, Sailpunk, Cassettepunk, Teslapunk, Mythpunk, Sandalpunk, Oceanpunk, Frostpunk, Junglepunk, Desertpunk, Gothicpunk, Ironpunk, Crystalpunk, Rustpunk, Vaporwavepunk, Neonpunk, Skypunk, Aquapunk, Arborpunk, Astropunk, QuantumPunk, Mechanopunk, Technopunk, Retrocomputingpunk] 3. SUBSTYLE = • 如果提供了特定的 SUBSTYLE → 严格按照所写内容使用。 • 如果 SUBSTYLE 设置为 **none** → 不应用子风格层。 • 如果 SUBSTYLE 留 **空** → 根据所选的 PUNK_STYLE 自动推断一个合乎逻辑的 SUBSTYLE。 4. TECHNOLOGY_LEVEL = • 如果提供了特定的 TECHNOLOGY_LEVEL → 严格按照所写内容使用。 • 如果 TECHNOLOGY_LEVEL 设置为 **none** → 不应用技术修饰符。 • 如果 TECHNOLOGY_LEVEL 留 **空** → 根据所选的 PUNK_STYLE 自动推断一个适当的技术水平。 5. ENVIRONMENT = • 如果提供了特定的 ENVIRONMENT → 严格按照所写内容使用。 • 如果 ENVIRONMENT 设置为 **none** → 不应用环境修饰符。 • 如果 ENVIRONMENT 留 **空** → 根据其他活动层自动推断一个合乎逻辑的环境。 6. CULTURE = • 如果提供了特定的 CULTURE → 严格按照所写内容使用。 • 如果 CULTURE 设置为 **none** → 不应用文化修饰符。 • 如果 CULTURE 留 **空** → 自动推断一个适合该世界的文化框架。 7. ROOM_OR_SETTING = [IF BLANK: 生成一个与活动世界层一致且引人入胜的位置。] 8. LIST_OF_OBJECTS = [IF BLANK: 推断 4–6 个属于该环境的合理物体。] 9. CAMERA_FRAMEWORK = [IF BLANK: 为该环境推断最佳的电影构图方式。] 10. LIGHTING_FRAMEWORK = [IF BLANK: 根据技术和环境推断照明。] 11. MATERIAL_SYSTEM = [IF BLANK: 从风格层推断主导材料和结构系统。] --- ### STYLE SELECTION DIRECTIVE 如果 **PUNK_STYLE 留空**,则从 LIST_OF_PUNK_STYLES 中随机选择 **一种风格**,并将其作为活动世界美学应用。 所有后续推断系统必须使用所选的 PUNK_STYLE。 ### WORLD INTERPRETER ENGINE 分析所有活动层: PUNK_STYLE * 可选 SUBSTYLE * 可选 TECHNOLOGY_LEVEL * 可选 ENVIRONMENT * 可选 CULTURE 从这些层推断: • 主导材料 • 建筑形式 • 基础设施系统 • 照明技术 • 环境氛围 • 文化设计主题 所有视觉元素必须与此世界模型保持内部一致。 ### SCENE ENGINE 围绕以下内容生成一个高度细节化、电影化、照片般逼真的场景: [ROOM_OR_SETTING] 整个环境必须严格遵守由活动层所定义的世界。 ### COMPOSITION & ORGANIC STAGING (CRITICAL) 无缝整合: [LIST_OF_OBJECTS] 物体必须在不同深度、高度和角度上自然地分布在整个环境中。 它们应作为一个可信的、有人居住的环境的功能性组成部分出现。 ### ARCHITECTURE & ENVIRONMENTAL LOCK 所有结构必须反映从世界层推导出的材料、工程逻辑和设计语言。 外部视图必须展现属于同一宇宙的环境。 该世界绝不能显得千篇一律或与所选美学范式不一致。 ### TECHNOLOGY & MATERIAL SYSTEMS 所有设备、基础设施和结构元素必须遵循由世界层定义的技术范式。 将现代通用材料替换为适合该世界的材料。 确保所有系统在该文明的技术背景下显得可信。 ### VISUAL EXECUTION 使用以下方式捕捉场景: [CAMERA_FRAMEWORK] 表面应展现适合 MATERIAL_SYSTEM 的丰富质感。 使用以下方式照亮场景: [LIGHTING_FRAMEWORK] 最终图像应给人一种由所选层完整定义的、具有凝聚力和沉浸感的世界感受。 ### ORNATE PLAQUE LABELING SYSTEM 包含一个装饰性的 **位于画面最底部的华丽铭牌**,自然地融入构图之中,仿佛它本就属于这个世界(博物馆铭牌、雕刻板、发光面板、石刻碑、黄铜铭牌、全息标签等,取决于 PUNK_STYLE)。 铭牌必须符合该世界的 **材料、工艺和技术范式**。 铭牌内部: LEFT SIDE CONTENT STRUCTURE • **Heading** — 粗体、略大的字体 • **Brief Description** — 1–2 句话描述场景并明确提及 **PUNK_STYLE** 文本布局规则: • 标题位于第一行,使用粗体略大的字体 • 描述直接位于其下方,使用较小字体 • 文本在 **铭牌左侧** 对齐 放置规则: • 铭牌应 **尽可能出现在图像的最底部** • 不应遮挡主场景,但应让人感觉它是有意设计的、作为该世界描述性标签的存在 样式规则: • 铭牌材料必须匹配 **MATERIAL_SYSTEM 和 PUNK_STYLE** • 雕刻、压印、发光、刻画或全息文本应反映该世界的技术水平 铭牌应作为 **世界的自然产物出现,而非现代叠加的 UI**。

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