Gpt Image 2 分镜提示词:

GPT-Image-2 · @aimikoda · Tue Jun 02

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Gpt Image 2 分镜提示词: 创建一张 16:9 的图片。 [项目卡] 创建一个紧凑设计的刊头,不要做成表格。 标题:MONSTER BUTCHER SHOW(怪物屠夫秀…
color_palette · cool-tonescomposition · multi-panelmood · dramaticquality_flags · embedded-textquality_flags · multi-panel-layoutscene · fantasy-world

提示词(原文,逐字保留)

Storyboard prompt for Gpt Image 2: Create a 16:9 image. [PROJECT CARD] Create a compact designed masthead, not a table. TITLE: MONSTER BUTCHER SHOW META LINE: stylized gothic fantasy / kinetic chef show / fast burst-cut energy PRIORITY: make the katana butchery choreography, monster scale, and varied customer reactions readable at a glance MICRO BRIEF: 12-panel action board of a monster butcher preparing a huge armored creature for food with theatrical katana precision. [CONTINUITY HEADER] SEQUENCE ID: MONSTER_BUTCHER_SHOW_12 PART: SINGLE STYLE PACKET: final video is unique stylized 3D gothic-fantasy culinary spectacle, cold butcher-shop moonlight mixed with hot kitchen steam, charcoal-blue stone and steel palette with muted apron whites and restrained crimson food-prep stains, crisp sculpted anime-fantasy forms, matte scales, polished blade flashes, shallow steam haze, fast chef-show motion, elegant non-graphic monster preparation. REFERENCE PRIORITY: @[image1] controls C1 face, body, wardrobe, proportions, apron, katana, posture, and predatory calm; @[image2] controls the monster ingredient design, armor plates, glowing eyes, teeth, scales, exposed marbled flesh, blue steam, and body proportions; this storyboard controls staging, motion, geography, continuity, and panel rhythm. [SCENE PACKET] PREMISE: C1, a renowned monster butcher, performs a high-speed culinary cutting show in a fantasy butcher shop, preparing a giant armored monster for a crowd of varied customers. LOCATION: night-market monster butcher shop with a long central stone cutting table, hanging hooks, wet stone floor, steam vents, lanterns, a counter on screen-left, varied customers behind a low rail on screen-right, tool wall and furnace glow in background. START -> END: C1 stands calm beside the whole monster on the table with customers gathering -> C1 finishes an artistic katana flourish over clean prepared monster cuts while the crowd surges forward to order. ACTION CHAIN: crowd anticipation -> whole monster reveal -> katana draw -> scale scoring -> burst cuts -> armor plates removed -> clean belly split -> steam vent -> chef-show toss -> plate-ready cuts -> final blade pose -> hungry customers react. PROP / EFFECT STATE: katana starts sheathed at C1 hip, then drawn, flashing, wet, wiped, and final-held; monster starts whole, then scored, opened, segmented, trimmed, and prepared as food; blue steam grows from cuts; no gore splashes, only restrained culinary prep stains and marbled flesh. MUST READ: the scene feels like a famous tuna-cutting master performance, but the ingredient is a huge fantasy monster and the chef uses a katana with ritual elegance. [CHARACTER SANITIZATION] C1: adult monster butcher, dark skin, blunt white bob, glowing mismatched eyes, black workwear, white butcher apron, boots, katana at hip, compact poised silhouette, fast precise movement. C2: elderly wealthy customer, tall robe, thin face, cane, forward-leaning curiosity, screen-right crowd. C3: broad armored dockworker customer, heavy shoulders, rolled sleeves, impatient stance, screen-right crowd. C4: small masked child customer beside an adult guardian, short silhouette, round hood, excited posture, screen-right crowd. C5: elegant noble customer, long coat, narrow hat, gloved hands, controlled appetite, screen-right crowd. C6: scarred traveler customer, cloak, satchel, relaxed lean, amused reaction, screen-right crowd. M1: giant armored reptile-like monster ingredient, low massive body, dark cracked scale plates, spiked back, glowing eyes fading out, teeth, marbled flesh under armor, blue steam escaping from clean cuts. Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel. [IDENTITY CONSISTENCY] @[image1] identity reference controls C1 face, body, wardrobe, proportions, apron, katana, and movement attitude; @[image2] reference controls M1 monster anatomy, plates, teeth, scales, marbled flesh, and blue steam. Keep C1 screen-left or center-left when working the table; keep customers varied and never identical to C1. Do not redesign, merge, beautify, age-shift, or clone characters across panels. [STORYBOARD PURITY] Panel images are visual-only low-detail monochrome light-gray rough sketches. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No color, labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate bodies, or technical overlays inside panels. [MASTER SHOT RULE] Panel 01 shows full shop geography: central cutting table with M1, C1 at screen-left, varied customers behind rail on screen-right, counter, hooks, furnace, steam vents, and clear screen direction for the performance. [EMOTIONAL ARC] contained calm -> public anticipation -> precise shock -> escalating showmanship -> collective appetite -> triumphant final demand, shown through C1's still posture, blade confidence, customer lean-in, widened eye-lines, and crowd compression toward the counter. [STYLE LOCKS] STYLE LOCK: clean monochrome rough-sketch storyboard panels with light-gray linework, simplified sculpted silhouettes, readable kitchen-show blocking, restrained graphite shadows only; final video style stays stylized gothic fantasy 3D with cold shop light, hot steam, matte scales, apron cloth, polished steel, and elegant action. EFFECT LOCK: steam is pale soft vapor shapes in panels and blue-white in final video; blade flashes are simple clean arcs in panels and brief steel glints in final video; prep stains stay restrained and culinary, not graphic. ENVIRONMENT LOCK: same butcher shop layout throughout, central stone table never changes position, customers remain screen-right behind rail, furnace/tool wall stays background, counter stays screen-left, wet floor reflections remain simple. [SPATIAL CONTINUITY LOCK] P01 through P12 share the same butcher-shop layout. The central stone cutting table remains horizontal across the mid-frame, C1 works mostly from screen-left/front edge, M1 lies lengthwise on the table, customers cluster behind the low rail on screen-right, hooks and tool wall stay in the rear, furnace glow and steam vents stay background. Later panels may use tighter inserts, overheads, whip pans, and crash-ins, but they must preserve the same table orientation, crowd side, blade side, and monster cut progression. Allowed changes: camera distance, C1 pose, katana state, customer reactions, steam intensity, and M1 preparation state. [DIRECTOR STRIP] Bottom animatic track board aligned to panel columns. Tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use shot chips, thin lines, rhythm blocks, small intensity bars, one-to-three-word labels. No seconds or timestamps. RHYTHM TRACK format: `RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`. ESCALATION MAP format: `ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`. PANEL HEADERS: P01 / 24mm wide / Shop master -> P02 / 35mm / Monster reveal -> P03 / 85mm portrait / Butcher stillness -> P04 / macro insert / Katana draw -> P05 / 35mm whip / First scoring cut -> P06 / overhead / Plate grid split -> P07 / 50mm / Armor peel -> P08 / macro insert / Steam marrow -> P09 / 24mm wide / Toss and catch -> P10 / 35mm crash-in / Burst dice -> P11 / 85mm reaction / Customers lean -> P12 / 24mm hero wide / Final serving pose CAMERA + LENS PLAN: P01 wide geography hold 24mm -> P02 push to table 35mm -> P03 portrait hold 85mm -> P04 insert detail macro -> P05 whip pan 35mm -> P06 overhead tactical 35mm -> P07 side track 50mm -> P08 insert detail macro -> P09 low wide reset 24mm -> P10 crash-in 35mm -> P11 reaction close 85mm -> P12 final wide hold 24mm ACTION PATH: P01 C1 waits beside whole M1 -> P02 customers see full monster -> P03 C1 lowers chin at blade -> P04 thumb breaks katana guard -> P05 first clean scale score -> P06 cross-cuts map the body -> P07 armor plates slide aside -> P08 steam escapes marbled cut -> P09 C1 tosses a trimmed slab -> P10 katana dices in burst -> P11 varied customers lean forward -> P12 C1 presents prepared cuts RHYTHM TRACK: P01 RHY P01: hold / long block / clean beat -> P02 RHY P02: slow reveal / medium block / held beat -> P03 RHY P03: pause / short block / clean beat -> P04 RHY P04: build / short block / match beat -> P05 RHY P05: burst / short block / whip beat -> P06 RHY P06: burst / short block / smash beat -> P07 RHY P07: impact / medium block / clean beat -> P08 RHY P08: pause / short block / held beat -> P09 RHY P09: burst / short block / whip beat -> P10 RHY P10: impact / short block / smash beat -> P11 RHY P11: recover / medium block / clean beat -> P12 RHY P12: final hit / long block / held beat ESCALATION MAP: P01 ESC P01: L1 calm / flat -> P02 ESC P02: L2 tension / rise -> P03 ESC P03: L2 tension / flat -> P04 ESC P04: L3 rise / rise -> P05 ESC P05: L4 surge / spike -> P06 ESC P06: L4 surge / spike -> P07 ESC P07: L4 surge / rise -> P08 ESC P08: L3 rise / drop -> P09 ESC P09: L5 peak / spike -> P10 ESC P10: L5 peak / spike -> P11 ESC P11: L4 surge / release -> P12 ESC P12: L5 peak / unresolved STATE TRACK: P01 M1 whole, katana sheathed, crowd right -> P02 M1 full scale readable, crowd varied -> P03 C1 still, blade untouched -> P04 katana half-drawn -> P05 first score line, no splatter -> P06 scored grid, table same -> P07 armor plates removed screen-front -> P08 marbled cut steaming -> P09 trimmed slab airborne over table -> P10 diced cuts land clean -> P11 customers compressed at rail -> P12 prepared portions displayed, katana final-held STYLE TRACK: P01 graphite shop -> P02 scale mass -> P03 cold portrait -> P04 steel glint -> P05 burst arc -> P06 cut geometry -> P07 plate texture -> P08 soft steam -> P09 chef show -> P10 speed marks -> P11 crowd contrast -> P12 ritual finish [SEQUENCE] Grid: 12 panels in a clean 4x3 storyboard sheet, fast chef-show montage with hard cuts, whip-pan energy, burst inserts, and one consistent butcher-shop geography.

中文译文

Gpt Image 2 分镜提示词: 创建一张 16:9 的图片。 [项目卡] 创建一个紧凑设计的刊头,不要做成表格。 标题:MONSTER BUTCHER SHOW(怪物屠夫秀) 元信息行:风格化哥特奇幻 / 动感主厨秀 / 快速爆发剪辑能量 优先级:让武士刀屠宰编排、怪物体量与多元顾客反应一眼可读 微简介:12 格动作板,描绘一位怪物屠夫以戏剧化的武士刀精度准备一只巨大装甲怪物作为食材。 [连续性页眉] 序列 ID:MONSTER_BUTCHER_SHOW_12 部分:单一 风格包:成片为独特的风格化 3D 哥特奇幻烹饪奇观,冷屠夫店月光混合热厨房蒸汽,炭蓝石材与钢铁色调搭配克制的围裙白与克制的朱红食材处理污渍,清晰雕刻的动漫奇幻造型,哑光鳞片,抛光的刀光,浅薄蒸汽薄雾,快速主厨秀动作,优雅非暴力的怪物处理。 参考优先级:@[image1] 控制 C1 的面部、身体、服饰、比例、围裙、武士刀、姿态与冷静的捕食者气质;@[image2] 控制怪物食材设计、装甲板、发光的眼睛、牙齿、鳞片、外露的大理石纹肉、蓝色蒸汽与身体比例;本分镜控制舞台、动作、地理、连续性及画面节奏。 [场景包] 前提:C1,一位著名的怪物屠夫,在奇幻屠夫店中进行一场高速烹饪切割秀,为多元的顾客群准备一只巨大的装甲怪物。 地点:夜市的怪物屠夫店,中央有一张长条石材切割台、悬挂的钩子、潮湿的石地板、蒸汽口、灯笼,画面左侧为柜台,画面右侧低栏杆后是各类顾客,背景为工具墙与熔炉光。 起 -> 终:C1 平静地站在台边完整怪物旁,顾客聚集 -> C1 在干净备好的怪物切块上完成艺术化的武士刀收势,人群向前涌动争相点单。 动作链:顾客期待 -> 整只怪物揭示 -> 武士刀出鞘 -> 鳞片刻线 -> 爆发切割 -> 装甲板移除 -> 干净开膛 -> 蒸汽喷涌 -> 主厨秀抛接 -> 可装盘切块 -> 最终刀姿 -> 饥饿顾客反应。 道具 / 效果状态:武士刀起始收于 C1 腰际,随后出鞘、闪光、湿润、擦拭、最终握持定格;怪物起始为整只,随后刻线、剖开、分段、修整并备为食材;切口冒出渐增的蓝色蒸汽;无血腥飞溅,仅有克制的烹饪处理污渍与大理石纹肉。 必须读出:场景感觉像一场著名的金枪鱼切割大师表演,但食材是一只巨型奇幻怪物,主厨以仪式化优雅使用武士刀。 [角色净化] C1:成年怪物屠夫,深色皮肤,利落白色波波头,发光的异色瞳,黑色工装,白色屠夫围裙,靴子,腰际佩武士刀,紧凑沉稳轮廓,快速精准动作。 C2:年长富有顾客,高瘦长袍,瘦削面孔,手杖,前倾的好奇,位于画面右侧人群。 C3:宽肩装甲码头工人顾客,沉肩,卷袖,焦躁姿态,位于画面右侧人群。 C4:小型蒙面儿童顾客,旁边有一位成年监护人,矮小轮廓,圆兜帽,兴奋姿态,位于画面右侧人群。 C5:优雅贵族顾客,长大衣,窄帽,戴手套,克制的食欲,位于画面右侧人群。 C6:疤痕旅行者顾客,斗篷,挎包,放松倚靠,愉悦反应,位于画面右侧人群。 M1:巨型装甲爬行类怪物食材,低矮厚重身体,深色龟裂鳞板,带刺脊背,渐弱发光的眼睛,牙齿,装甲下大理石纹肉,切口冒出蓝色蒸汽。 去除矛盾特征、不可见心理、过度服饰细节,以及无法在一格画面中出现的背景故事。 [身份一致性] @[image1] 身份参考控制 C1 的面部、身体、服饰、比例、围裙、武士刀与动作气质;@[image2] 参考控制 M1 怪物解剖、板甲、牙齿、鳞片、大理石纹肉与蓝色蒸汽。在桌前操作时,C1 保持在画面左侧或中左;顾客保持多元,绝不与 C1 相同。不要在各格中重新设计、合并、美化、变龄或克隆角色。 [分镜纯粹性] 面板图像仅为视觉性的低细节单色浅灰粗略草图。将面板编号、节拍名称与镜头标签置于每格面板图像外的页眉条中。格内不出现颜色、标签、箭头、字幕、副标题、标志、水印、时间标记、图表、UI、鬼影姿态、重复身体或技术叠加层。 [主镜头规则] 第 01 格展示完整店铺地理:中央切割台上有 M1,画面左侧为 C1,画面右侧栏杆后是各类顾客,可见柜台、挂钩、熔炉、蒸汽口,以及表演的明确画面方向。 [情感弧线] 克制的平静 -> 公众期待 -> 精准震慑 -> 渐强的表演性 -> 集体食欲 -> 凯旋的最终索取,通过 C1 的静止姿态、刀锋自信、顾客前倾、睁大的视线以及人群向柜台挤压来呈现。 [风格锁定] 风格锁:干净的单色粗略草图分镜面板,浅灰线条,简化雕刻轮廓,清晰的主厨秀调度,仅有克制的石墨阴影;成片风格保持风格化哥特奇幻 3D,带冷店光、热蒸汽、哑光鳞片、围裙布、抛光钢与优雅动作。 效果锁:蒸汽在面板中为浅淡柔和的蒸汽形状,在成片中为蓝白色;刀光在面板中为简洁干净的弧线,在成片中为短暂钢铁闪光;处理污渍保持克制烹饪感,非暴力血腥。 环境锁:屠夫店布局始终一致,中央石材台永不变位,顾客始终在画面右侧栏杆后,熔炉/工具墙在背景,柜台在画面左侧,湿地板反光保持简洁。 [空间连续性锁定] P01 至 P12 共享同一屠夫店布局。中央石材切割台始终横向跨过画面中部,C1 主要从画面左侧/前缘作业,M1 沿台纵卧,顾客聚集在画面右侧的低栏杆后,挂钩与工具墙保持在后方,熔炉光与蒸汽口在背景。后续面板可使用更紧的插入、俯拍、摇甩与撞入,但必须保留相同的台面朝向、人群侧、刀侧与怪物切割进程。允许变化:相机距离、C1 姿态、武士刀状态、顾客反应、蒸汽强度与 M1 处理状态。 [导演条] 底部动态分镜轨道板与面板列对齐。轨道:节拍线(BEAT LINE)、摄影机路径(CAMERA PATH)、动作路径(ACTION PATH)、节奏轨道(RHYTHM TRACK)、升级地图(ESCALATION MAP)、状态轨道(STATE TRACK)、风格轨道(STYLE TRACK)。使用分镜片块、细线、节奏块、小强度条与一到三词标签。不使用秒数或时间戳。 节奏轨道格式:`RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`。 升级地图格式:`ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`。 面板页眉:P01 / 24mm 广角 / 店铺主镜 -> P02 / 35mm / 怪物揭示 -> P03 / 85mm 人像 / 屠夫静止 -> P04 / 微距插入 / 武士刀出鞘 -> P05 / 35mm 摇甩 / 首次刻线切割 -> P06 / 俯拍 / 板块网格分割 -> P07 / 50mm / 装甲剥离 -> P08 / 微距插入 / 蒸汽髓心 -> P09 / 24mm 广角 / 抛接 -> P10 / 35mm 撞入 / 爆发切丁 -> P11 / 85mm 反应 / 顾客前倾 -> P12 / 24mm 英雄广角 / 最终上菜姿态 摄影机 + 镜头计划:P01 广角地理保持 24mm -> P02 推向台面 35mm -> P03 人像保持 85mm -> P04 细节微距 -> P05 摇甩 35mm -> P06 战术俯拍 35mm -> P07 侧跟 50mm -> P08 细节微距 -> P09 低位广角复位 24mm -> P10 撞入 35mm -> P11 反应特写 85mm -> P12 终场广角保持 24mm 动作路径:P01 C1 在完整 M1 旁等待 -> P02 顾客看到完整怪物 -> P03 C1 朝刀低首 -> P04 拇指扳开武士刀护手 -> P05 首次干净鳞片刻线 -> P06 十字切割描绘身体 -> P07 装甲板向侧滑开 -> P08 蒸汽自大理石纹切口逸出 -> P09 C1 抛起修整好的肉块 -> P10 武士刀爆发切丁 -> P11 多元顾客前倾 -> P12 C1 展示备好的切块 节奏轨道:P01 RHY P01: hold / long block / clean beat -> P02 RHY P02: slow reveal / medium block / held beat -> P03 RHY P03: pause / short block / clean beat -> P04 RHY P04: build / short block / match beat -> P05 RHY P05: burst / short block / whip beat -> P06 RHY P06: burst / short block / smash beat -> P07 RHY P07: impact / medium block / clean beat -> P08 RHY P08: pause / short block / held beat -> P09 RHY P09: burst / short block / whip beat -> P10 RHY P10: impact / short block / smash beat -> P11 RHY P11: recover / medium block / clean beat -> P12 RHY P12: final hit / long block / held beat 升级地图:P01 ESC P01: L1 calm / flat -> P02 ESC P02: L2 tension / rise -> P03 ESC P03: L2 tension / flat -> P04 ESC P04: L3 rise / rise -> P05 ESC P05: L4 surge / spike -> P06 ESC P06: L4 surge / spike -> P07 ESC P07: L4 surge / rise -> P08 ESC P08: L3 rise / drop -> P09 ESC P09: L5 peak / spike -> P10 ESC P10: L5 peak / spike -> P11 ESC P11: L4 surge / release -> P12 ESC P12: L5 peak / unresolved 状态轨道:P01 M1 完整,武士刀收鞘,人群在右 -> P02 M1 完整鳞片可读,顾客多样 -> P03 C1 静止,刀未动 -> P04 武士刀半出鞘 -> P05 首次刻线,无飞溅 -> P06 刻线网格,台面不变 -> P07 装甲板在画面前景移除 -> P08 大理石纹切口冒蒸汽 -> P09 修整肉块飞越台面 -> P10 切丁整齐落地 -> P11 顾客在栏杆处挤压 -> P12 备好部位陈列,武士刀最终握持定格 风格轨道:P01 石墨店铺 -> P02 鳞片体量 -> P03 冷峻人像 -> P04 钢铁闪光 -> P05 爆发弧线 -> P06 切割几何 -> P07 板甲质感 -> P08 柔和蒸汽 -> P09 主厨秀 -> P10 速度线 -> P11 人群对比 -> P12 仪式收束 [序列] 网格:干净的 4x3 分镜板上 12 格,快速主厨秀蒙太奇,硬切、摇甩能量、爆发插入,以及一致的屠夫店地理。

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