创建一张16:9的图像。

GPT-Image-2 · @aimikoda · Wed Jun 03

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创建一张16:9的图像。 [项目卡片] 创建一个紧凑设计的报头,不要做成表格。 标题:鱼眼警报逃生 元信息行:惊悚 / 赛博动作惊悚片 / 高强冲击 优先级:第一格的鱼眼眼镜反射…
camera_lens · fisheyecolor_palette · monochromecomposition · multi-panelhuman_attributes · glasseshuman_attributes · short-hairmood · tense

提示词(原文,逐字保留)

Create a 16:9 image. [PROJECT CARD] Create a compact designed masthead, not a table. TITLE: FISH-EYE ALARM ESCAPE META LINE: panic / cyber-action thriller / high surge PRIORITY: first-panel fish-eye glasses reflection hook, readable room geography, alarm-to-escape cause and effect MICRO BRIEF: Karma is caught mid-hack, spots intruders on security feed, exits through the window, detonates the room, and vanishes. [CONTINUITY HEADER] SEQUENCE ID: KARMA_ESCAPE_01 REFERENCE PRIORITY: use the provided Karma character sheet as the identity reference; identity reference controls face, body, wardrobe, proportions, hair, glasses, headphones, and silhouette; this storyboard controls staging, motion, geography, and continuity. [SCENE PACKET] PREMISE: A young hacker types frantically at a monitor until a red alarm reveals intruders entering the building, forcing a fast fire-escape exit and remote room detonation. LOCATION: cramped upper-floor hacker room at night, desk and monitor foreground, security monitor beside it, red alarm light on wall, window to screen right, exterior fire escape outside window, street below. START -> END: C1 fills the first fish-eye frame with abstract code reflections sliding across both glasses lenses, desk and room warped around the edges -> C1 disappears down the street after the room erupts behind the fire escape. ACTION CHAIN: typing frenzy -> alarm flashes -> C1 checks security monitor -> three armed soldiers enter building -> laptop shuts -> window exit -> fire escape descent -> phone trigger -> room explosion -> C1 vanishes. PROP / EFFECT STATE: laptop open then closed, main monitor casting code-like glow, security monitor showing three armed soldiers, red alarm light flashing, phone trigger, window open, room blast with smoke and debris. MUST READ: the first image is a fish-eye face-and-glasses hook; code reflections on C1's round lenses lead into the security-monitor threat before the escape turns explosive. [CHARACTER SANITIZATION] C1: Karma, young adult hacker, compact defiant silhouette, bright spiky pink hair, round dark glasses, black oversized bomber jacket, loose tan cropped cargo pants, pink headphones around neck, white-pink sneakers, sharp fast movement, laptop and phone as key props. C2: three armed soldiers in dark tactical uniforms with helmets and rifles held low, small on the security monitor and later at building entrance only, no detailed faces. Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel. [IDENTITY CONSISTENCY] Karma identity reference controls face/body/wardrobe/proportions; keep C1 hair silhouette, glasses, headphones, bomber jacket, cargo pants, sneakers, laptop, phone, and screen direction consistent. Do not redesign, age-shift, merge, beautify, or change C1 across panels. C2 remains three armed soldier silhouettes, never more visually important than C1. [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, non-diegetic UI, ghost poses, duplicate bodies, or technical overlays inside panels. Diegetic screens and glasses reflections may show abstract code-like bars and light shapes only, no readable text. [MASTER SHOT RULE] P01 shows a fish-eye near-face hook with C1's glasses reflecting abstract code while the warped edge of frame still reveals the playable room geography: desk, monitor, laptop, security monitor, wall alarm, window screen right, fire escape outside, and door/corridor threat direction. [EMOTIONAL ARC] focused body stillness -> frantic hands -> alarm snap -> hard decision -> urgent exit -> controlled violence -> unresolved disappearance, expressed through posture, head turns, hand tension, blocking, pace, and widening danger. [STYLE LOCKS] STYLE LOCK: clean monochrome rough-sketch storyboard panels, light-gray graphite lines, simplified anime-painterly proportions, sparse shadows, off-white paper, restrained red/pink accent only in masthead and director strip outside panel artwork. EFFECT LOCK: alarm flash, code glow, smoke, debris, and blast are drawn as simple monochrome shapes inside panels; final-video style may use sharp red alarm light, cyan code reflections, orange blast core, black smoke, and handheld action energy. ENVIRONMENT LOCK: cramped cyberpunk apartment room stays readable with desk, monitors, wall alarm, window, metal fire escape, and street below; no realistic texture drift or flat cartoon drift. [SPATIAL CONTINUITY LOCK] P01-P06 share the same room layout. Later panels use closer push-ins, whip angles, and side tracks from the same geography, not redesigned rooms. Lock desk foreground, main monitor left of laptop, security monitor beside desk, alarm light on rear wall, window on screen right, fire escape outside, door/threat direction screen left/background. P07-P10 keep C1 moving from window to fire escape downward to street rightward. Only allowed changes: C1 pose, laptop open/closed state, alarm light state, window open state, phone in hand, smoke/debris expansion, camera distance, and exterior position. [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 / 18mm fish-eye / Code-glass hook -> P02 / macro insert / Typing frenzy -> P03 / 35mm handheld / Red alarm snap -> P04 / 50mm POV / Security feed reveal -> P05 / 24mm wide / Soldiers enter -> P06 / 35mm crash-in / Laptop shut -> P07 / 24mm side track / Window escape -> P08 / 35mm handheld / Fire escape descent -> P09 / 50mm insert / Phone trigger blast -> P10 / 24mm final wide / Smoke disappearance CAMERA + LENS PLAN: P01 fish-eye near-face hold, room warped at edges -> P02 macro push to fingers and reflected code -> P03 whip pan to alarm and C1 head turn -> P04 POV rack to security monitor -> P05 low wide exterior entrance angle from monitor logic -> P06 crash-in to C1 slamming laptop -> P07 side track to window threshold -> P08 handheld downward chase on fire escape -> P09 insert phone then tilt to blast behind -> P10 final wide hold on street and smoke. ACTION PATH: P01 code reflections slide across C1 glasses as C1 types -> P02 fingers hammer keys beside open laptop -> P03 alarm flashes and C1 turns -> P04 C1 locks eyes on security monitor showing three armed soldiers -> P05 C2 enters building lobby in tight formation -> P06 C1 shuts laptop hard -> P07 C1 climbs through window -> P08 C1 drops down fire escape -> P09 C1 taps phone and room detonates -> P10 C1 exits frame into street haze. RHYTHM TRACK: P01 RHY P01: build / medium block / held beat -> P02 RHY P02: burst / short block / clean beat -> P03 RHY P03: impact / short block / smash beat -> P04 RHY P04: slow reveal / medium block / clean beat -> P05 RHY P05: build / medium block / match beat -> P06 RHY P06: burst / short block / smash beat -> P07 RHY P07: burst / short block / whip beat -> P08 RHY P08: build / medium block / whip beat -> P09 RHY P09: impact / short block / smash beat -> P10 RHY P10: recover / long block / held beat. ESCALATION MAP: P01 ESC P01: L2 tension / rise -> P02 ESC P02: L3 rise / rise -> P03 ESC P03: L4 surge / spike -> P04 ESC P04: L4 surge / rise -> P05 ESC P05: L5 peak / spike -> P06 ESC P06: L4 surge / drop -> P07 ESC P07: L4 surge / rise -> P08 ESC P08: L5 peak / rise -> P09 ESC P09: L5 peak / spike -> P10 ESC P10: L3 rise / unresolved. STATE TRACK: P01 glasses reflect code, laptop open, alarm off -> P02 typing frenzy, window shut -> P03 alarm on, C1 turned -> P04 security feed active, three soldiers visible -> P05 soldiers inside, rifles low -> P06 laptop closed, bag/phone ready -> P07 window open, C1 outside -> P08 C1 descending, room above -> P09 phone tapped, blast starts -> P10 room smoking, C1 leaving frame. STYLE TRACK: P01 fish-eye reflection -> P02 hard keystrokes -> P03 alarm accent strip -> P04 CCTV contrast -> P05 soldier silhouettes -> P06 hard gesture -> P07 angled threshold -> P08 kinetic stairs -> P09 blast shapes -> P10 smoke haze. [SEQUENCE] Grid: 10 panels in a compact 5-over-5 action storyboard sheet opening on a fish-eye glasses-reflection hook, then room geography, security reveal, escape path, explosion payoff, and director strip aligned below the panel columns.

中文译文

创建一张16:9的图像。 [项目卡片] 创建一个紧凑设计的报头,不要做成表格。 标题:鱼眼警报逃生 元信息行:惊悚 / 赛博动作惊悚片 / 高强冲击 优先级:第一格的鱼眼眼镜反射钩子、可读的房间布局、警报到逃生的因果链 微型简介:Karma在黑客入侵进行中被抓获,在监控画面中发现了入侵者,从窗户逃生,远程引爆房间,随后消失。 [连续性头部] 序列ID:KARMA_ESCAPE_01 参考优先级:以提供的Karma角色卡作为身份参考;身份参考控制脸部、身体、服饰、比例、头发、眼镜、耳机和轮廓;此故事板控制走位、运动、空间布局和连续性。 [场景数据包] 前提:一名年轻黑客在显示器前疯狂敲击键盘,直到红色警报显示有入侵者进入大楼,迫使他快速从消防逃生梯撤离,并远程引爆房间。 地点:夜间位于高楼层的拥挤黑客房间,前景为书桌和显示器,旁边是安防显示器,墙上有一个红色警报灯,画面右侧有一扇窗,窗外有室外消防逃生梯,下面是街道。 起始 -> 结束:C1的第一个鱼眼画面充满抽象代码反射,在两片眼镜片上滑动,书桌和房间在画面边缘被扭曲 -> C1在消防逃生梯后方房间爆炸后沿街道消失。 动作链:疯狂敲键 -> 警报闪烁 -> C1查看安防显示器 -> 三名武装士兵进入大楼 -> 合上笔记本电脑 -> 窗户逃生 -> 消防逃生梯下降 -> 手机触发 -> 房间爆炸 -> C1消失。 道具/特效状态:笔记本电脑先打开后关闭,主显示器投射代码般的微光,安防显示器显示三名武装士兵,红色警报灯闪烁,手机触发,窗户打开,房间爆炸伴随烟雾和碎片。 必读:第一张图是鱼眼面部和眼镜的钩子;C1圆镜片上的代码反射引出安防显示器中的威胁,然后在爆炸性逃亡中引爆。 [角色净化] C1:Karma,年轻成年黑客,紧凑不羁的轮廓,亮色尖刺粉发,圆框深色眼镜,黑色超大号飞行员夹克,宽松的浅褐色短款工装裤,脖子上挂着粉色耳机,白粉相间的运动鞋,快速锐利的动作,笔记本电脑和手机是关键道具。 C2:三名穿深色战术制服、配头盔和低持步枪的武装士兵,只在安防显示器上较小,并出现在大楼入口,没有细节化的面部。 删除相互矛盾的特质、不可见的心理、过多的服装细节以及无法在格内展现的背景故事。 [身份一致性] Karma身份参考控制脸/身体/服饰/比例;保持C1头发轮廓、眼镜、耳机、飞行员夹克、工装裤、运动鞋、笔记本电脑、手机及屏幕方向一致。不要重新设计、改变年龄、合并、美化或改变C1在各个格之间的表现。C2始终保持为三名武装士兵剪影,视觉重要性永远不能超过C1。 [故事板纯粹性] 格内图像仅为视觉呈现、低细节的浅灰单色粗略草图。格号、节拍名和镜头标签放在每格图像外部的标题栏中。格内不允许出现颜色、标签、箭头、字幕、徽标、水印、时间标记、图表、非剧情内UI、幽灵姿态、重复身体或技术叠加。剧情内的屏幕和眼镜反射可以且只能显示抽象的代码状条纹和光形状,不可有可读文字。 [主镜头规则] P01展示鱼眼近脸的钩子,C1的眼镜反射抽象代码,画面的扭曲边缘依然展现可游玩的房间布局:书桌、显示器、笔记本电脑、安防显示器、墙上警报、屏幕右侧窗户、外面的消防逃生梯,以及门/走廊的威胁方向。 [情感弧线] 专注的身体静止 -> 疯狂的手部动作 -> 警报闪击 -> 艰难抉择 -> 紧急撤离 -> 克制的暴力 -> 未解的消失,通过姿态、头部转动、手部张力、走位、节奏及逐渐扩大的危险来表达。 [风格锁定] 风格锁定:干净的浅灰单色粗略草图风格故事板格,浅灰色铅笔线条,简化的动漫绘画式比例,稀疏阴影,米白色纸面,仅在报头和格外部的导演条上使用克制的红色/粉色点缀。 特效锁定:警报闪光、代码微光、烟雾、碎片和爆炸在格内以简单的单色形状绘制;最终视频风格可使用锐利的红色警报光、青色代码反射、橙色爆炸核心、黑色烟雾以及手持动作的能量感。 环境锁定:狭小的赛博朋克公寓房间保持可读性,包含书桌、显示器、墙上警报、窗户、金属消防逃生梯和下方街道;避免写实纹理偏移或扁平的卡通偏移。 [空间连续性锁定] P01-P06共享同一房间布局。后续各格使用更近的推镜、甩镜头和侧移,从相同空间出发,而非重新设计房间。锁定前景书桌、主显示器在笔记本电脑左侧、安防显示器在书桌旁、警报灯在后墙、画面右侧窗户、外部消防逃生梯、门/威胁方向在画面左侧/背景。P07-P10保持C1从窗户移动至消防逃生梯向下至街道向右。仅允许以下变化:C1姿态、笔记本开/关状态、警报灯状态、窗户开关状态、手机是否在手中、烟雾/碎片扩展、摄像机距离,以及外部位置。 [导演条] 底部动画分镜轨板,与各列对齐。轨道:节拍线、摄像机路径、动作路径、节奏轨、升级地图、状态轨、风格轨。使用镜头芯片、细线、节奏块、小强度条、一至三词的标签。不要秒数或时间戳。 节奏轨格式:`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]`。 格头部:P01 / 18mm鱼眼 / 代码眼镜钩 -> P02 / 微距插入 / 打字狂潮 -> P03 / 35mm手持 / 红色警报闪击 -> P04 / 50mm主观视角 / 安防画面揭晓 -> P05 / 24mm广角 / 士兵入场 -> P06 / 35mm猛推 / 合上笔记本 -> P07 / 24mm侧移 / 窗户逃生 -> P08 / 35mm手持 / 消防梯下降 -> P09 / 50mm插入 / 手机触发爆炸 -> P10 / 24mm最终广角 / 烟雾消失 摄像机+镜头计划:P01鱼眼近脸定格,房间边缘扭曲 -> P02微距推向手指和反射代码 -> P03甩镜头至警报及C1头部转向 -> P04主观视角摇至安防显示器 -> P05基于显示器逻辑的低位广角外部入口视角 -> P06猛推至C1猛合笔记本 -> P07侧移至窗户门槛 -> P08手持向下追逐消防梯 -> P09插入手机然后上摇至身后爆炸 -> P10最终广角定格于街道和烟雾。 动作路径:P01代码反射在C1敲击时滑过C1眼镜 -> P02手指在打开的笔记本旁猛击键盘 -> P03警报闪亮C1转头 -> P04C1目光锁定安防显示器上三名武装士兵 -> P05C2以紧密队形进入大楼大厅 -> P06C1用力合上笔记本 -> P07C1从窗户爬出 -> P08C1沿消防梯下降 -> P09C1点击手机并引爆房间 -> P10C1走出画面消失在街道的烟雾中。 节奏轨:P01 RHY P01: build / medium block / held beat -> P02 RHY P02: burst / short block / clean beat -> P03 RHY P03: impact / short block / smash beat -> P04 RHY P04: slow reveal / medium block / clean beat -> P05 RHY P05: build / medium block / match beat -> P06 RHY P06: burst / short block / smash beat -> P07 RHY P07: burst / short block / whip beat -> P08 RHY P08: build / medium block / whip beat -> P09 RHY P09: impact / short block / smash beat -> P10 RHY P10: recover / long block / held beat。 升级地图:P01 ESC P01: L2 tension / rise -> P02 ESC P02: L3 rise / rise -> P03 ESC P03: L4 surge / spike -> P04 ESC P04: L4 surge / rise -> P05 ESC P05: L5 peak / spike -> P06 ESC P06: L4 surge / drop -> P07 ESC P07: L4 surge / rise -> P08 ESC P08: L5 peak / rise -> P09 ESC P09: L5 peak / spike -> P10 ESC P10: L3 rise / unresolved。 状态轨:P01眼镜反射代码,笔记本打开,警报关闭 -> P02疯狂打字,窗户关闭 -> P03警报开启,C1转头 -> P04安防画面活跃,三名士兵可见 -> P05士兵进入,步枪低持 -> P06笔记本关闭,包/手机就绪 -> P07窗户打开,C1在外 -> P08C1下降中,房间在头顶 -> P09手机已点击,爆炸开始 -> P10房间冒烟,C1离开画面。 风格轨:P01鱼眼反射 -> P02猛烈敲键 -> P03警报重音条 -> P04闭路电视对比 -> P05士兵剪影 -> P06强硬手势 -> P07倾斜门槛 -> P08动感楼梯 -> P09爆炸形状 -> P10烟雾朦胧。 [序列] 网格:在紧凑的5x5动作故事板表中,以10格开始于鱼眼眼镜反射钩子,接着展现房间布局、安防揭示、逃生路径、爆炸高潮,以及在各列下方对齐的导演条。

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