创建一张 16:9 的图像。

GPT-Image-2 · @cipherr_exe · Tue Jun 16

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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刊头,不要用表格。 标题:BANYU STORM ROOFTOP SILAT 元信息行:季风雨夜的都市屋顶 / 风格…
camera_lens · 85mm-portraitcamera_lens · macrocomposition · low-anglecomposition · multi-panelhuman_attributes · hands-prominenthuman_attributes · makeup

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: BANYU STORM ROOFTOP SILAT META LINE: urban rooftop in monsoon night / stylized martial-arts power-reveal / dense 15-second burst-cut edit PRIORITY: C1 identity and pencak silat attire, harimau low-line silat vocabulary, rain-to-water-blade effect logic, rooftop geography with tanks screen right and skyline background, escalation into the dome burst, final frozen-blade hold MICRO BRIEF: in 15 seconds a lone pesilat on a rain-soaked rooftop drops into a harimau form and commands the falling rain into orbiting water-blades, escalating to a spinning strike that fires a full dome of blades before settling into a frozen final stance. [CONTINUITY HEADER] SEQUENCE ID: BANYU-STORM-ROOFTOP-SILAT-16P REFERENCE PRIORITY: First provided image controls C1 face, body, wardrobe, proportions, silhouette, hair, and attitude; second provided image controls environment anchors: rooftop floor, water tanks, city skyline, neon glow, and wet concrete surfaces. This storyboard controls staging, motion, geography, continuity, cut rhythm, and effect logic. [SCENE PACKET] PREMISE: a lone pesilat turns a monsoon downpour into her weapon, the falling rain answering her silat form as orbiting water-blades. ENVIRONMENT LOCK: weathered water tanks and the shack stay screen right, city skyline and neon glow stay background-left, the rusty tank and scattered water cans stay mid-ground, wet tiled rooftop deck stays open in the foreground across all wide views; C1 performs on the open foreground tiles. START -> END: C1 standing still at center in heavy rain -> C1 in a final low harimau stance with a frozen dome of water-blades orbiting her, skyline behind. ACTION CHAIN: stand still in rain -> head lowers -> rain on hands -> drop to harimau -> rain slows near hand -> rain suspends around her -> first hand-trap -> blade snaps up -> sapuan sweep -> blades fire outward -> hold stance, water hangs -> single blade trembles -> tank water bursts -> gather water-dome -> spinning elbow burst -> settle, blades freeze PROP / EFFECT STATE: no physical weapon; the only effect is rainwater reorganizing into translucent water-blades that form, orbit, and fire with C1's strikes; one water tank ruptures once to feed the dome; no fire, no sparks, no lightning, no structural damage, no blood; water returns to falling rain when released. MUST READ: this IS a disciplined pencak silat power-reveal where falling water obeys her technique; it is NOT generic waterbending, slow tai-chi flow, or a dance number. [CHARACTER SANITIZATION] C1: young adult female, dark brown skin, cornrows pulled up with a long beaded braid to one side, lean athletic silhouette, sleeveless black patterned martial-arts top, knotted waist belt, wide black trousers, white forearm wraps, low predatory harimau posture and controlled attitude. Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel. [IDENTITY CONSISTENCY] Provided character reference controls C1 face, body, wardrobe, proportions, hair, and silhouette; storyboard controls staging only. Keep C1's sleeveless black embroidered top, knotted belt, white forearm wraps, and beaded braid, plus screen direction, consistent. Do not redesign, age-shift, lighten skin, beautify, merge, duplicate, add sleeves, or add a second character or physical weapon. [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] P01 shows full playable geography: water tanks screen right, parapet and city skyline background, practical light screen left, wet rooftop deck foreground, with the sequence traveling from center toward screen left and resolving back to center. [EMOTIONAL ARC] stillness -> inward focus -> ignition -> surge -> suspended awe -> renewed resolve -> explosive release -> settled command, shown through stance height, hand tension, eye-line, sash snap, wet-hair whip, blade height, water-ring spread, and final stillness. [STYLE LOCKS] STYLE LOCK: clean monochrome rough-sketch storyboard panels on off-white paper, light-gray gesture lines, simplified rooftop, water-tank, and skyline shapes, restrained single cyan accent only outside panel art, crisp cinematic hierarchy, no rendered panel lighting. EFFECT LOCK: inside panels, water-blades and suspended rain are simple monochrome bright outlined shapes only; final video effect is translucent neon-lit water-blades and frozen rain droplets that orbit and fire outward catching cyan and magenta city glow. ENVIRONMENT LOCK: water tanks stay screen right, city skyline stays background, practical light stays screen left, wet rooftop deck stays foreground across all wide views. [SPATIAL CONTINUITY LOCK] P01, P06, P10, P13, P16 share the same rooftop layout. C1 starts standing center (P01), drops and holds center-left (P06), strikes and fires from center-left (P10), gathers tank water moving toward screen right (P13), and settles back to center for the final stance (P16). Fixed anchors: water tanks stay screen right, skyline stays background, practical light stays screen left, wet deck stays foreground. Allowed changes are camera distance, C1 pose, and water-blade state. P16 is the same location with more distance, not a new establishing shot. [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 / rooftop establish -> P02 / 50mm medium / soaked stillness -> P03 / macro insert / rain on hands -> P04 / low 35mm / drop to harimau -> P05 / macro insert / rain slows -> P06 / 24mm wide / rain suspends -> P07 / low burst 35mm / first hand-trap -> P08 / macro insert / blade snaps up -> P09 / side 50mm / sapuan sweep -> P10 / 24mm wide / blades fire -> P11 / 85mm portrait / held breath -> P12 / macro insert / blade trembles -> P13 / 24mm wide / tank bursts -> P14 / low 35mm / gather dome -> P15 / low crash orbit / spinning elbow -> P16 / crane wide 24mm / frozen stance CAMERA + LENS PLAN: P01 slow push-in -> P02 static hold -> P03 macro rack-focus -> P04 low tilt-down -> P05 macro snap -> P06 slow pull-back -> P07 fast low push -> P08 macro whip -> P09 side track -> P10 crash pull-wide -> P11 slow portrait drift -> P12 macro hold -> P13 wide whip-pan -> P14 low push-in -> P15 orbit crash -> P16 crane lift-back ACTION PATH: P01 stands still center -> P02 head lowers, breath -> P03 rain strikes hands -> P04 drops to harimau -> P05 rain freezes near hand -> P06 rain suspends around her -> P07 fast hand-trap snaps -> P08 water-blade forms -> P09 sapuan sweep arcs blades -> P10 blades fire outward -> P11 holds stance, water hangs -> P12 single blade trembles -> P13 tank water bursts in -> P14 gathers water-dome -> P15 spinning elbow detonates dome -> P16 settles, blades freeze orbiting RHYTHM TRACK: P01 RHY P01: hold / long block / held beat -> P02 RHY P02: hold / medium block / clean beat -> P03 RHY P03: slow reveal / short block / clean beat -> P04 RHY P04: build / medium block / match beat -> P05 RHY P05: slow reveal / short block / clean beat -> P06 RHY P06: build / medium block / held beat -> P07 RHY P07: burst / short block / smash beat -> P08 RHY P08: burst / short block / whip beat -> P09 RHY P09: burst / short block / smash beat -> P10 RHY P10: impact / medium block / smash beat -> P11 RHY P11: pause / long block / held beat -> P12 RHY P12: pause / short block / held beat -> P13 RHY P13: build / medium block / match beat -> P14 RHY P14: build / short block / smash beat -> P15 RHY P15: impact / medium block / smash beat -> P16 RHY P16: final hit / long block / held beat ESCALATION MAP: P01 ESC P01: L1 calm / flat -> P02 ESC P02: L1 calm / rise -> P03 ESC P03: L2 tension / rise -> P04 ESC P04: L2 tension / rise -> P05 ESC P05: L3 rise / spike -> P06 ESC P06: L3 rise / rise -> P07 ESC P07: L4 surge / spike -> P08 ESC P08: L4 surge / spike -> P09 ESC P09: L4 surge / rise -> P10 ESC P10: L5 peak / spike -> P11 ESC P11: L2 tension / drop -> P12 ESC P12: L3 rise / rise -> P13 ESC P13: L4 surge / rise -> P14 ESC P14: L4 surge / spike -> P15 ESC P15: L5 peak / spike -> P16 ESC P16: L3 rise / release STATE TRACK: P01 rain falling, C1 center -> P02 rain heavy, C1 still -> P03 droplets on hands -> P04 C1 low harimau -> P05 first droplets freeze -> P06 ring of rain suspended -> P07 one blade formed -> P08 blade elongates -> P09 fan of blades arcing -> P10 blades launched outward -> P11 blades hover, slow orbit -> P12 lone blade quivering -> P13 tank ruptures, water streams in -> P14 dome of blades assembling -> P15 dome detonates outward -> P16 blades frozen mid-orbit around C1 STYLE TRACK: P01 wide negative space, soft rain hatch -> P02 close grain, water streaks -> P03 macro droplet sparkle -> P04 low predatory line weight -> P05 single bright droplet accent -> P06 suspended-rain dot field -> P07 hard motion smear -> P08 bright blade outline -> P09 sweeping arc lines -> P10 radial burst lines -> P11 calm held silhouette -> P12 single trembling accent -> P13 vertical water-burst streaks -> P14 converging dome lines -> P15 full radial detonation -> P16 frozen orbit halo, cyan accent [SEQUENCE] Grid: 16 panels in a compact 4x4 cinematic storyboard sheet; panel artwork stays monochrome rough sketch while the director strip carries the open-calm into a burst-cluster spike, a mid-sequence suspended-breath drop, and a rebuild to the dome-detonation peak before releasing on the frozen final stance.

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刊头,不要用表格。 标题:BANYU STORM ROOFTOP SILAT 元信息行:季风雨夜的都市屋顶 / 风格化的武术力量展现 / 紧凑的 15 秒爆裂剪辑 优先级:C1 的身份与本卡苏拉武术装束、harimau 低位武术语汇、雨转化为水刃的效果逻辑、屋顶地理布局(水塔位于画面右侧、城市天际线位于背景)、向圆顶爆裂的升级、最终的冰封刀刃定格 微简介:在 15 秒内,一名孤身 pesilat(武术家)在雨浸的屋顶上落入 harimau 形态,驾驭倾泻而下的雨水成为环绕飞旋的水刃,升级到一次旋身斩击,迸射出一整片圆顶状的刀刃,最终沉入冰封的定式。 [连续性头部] 序列 ID:BANYU-STORM-ROOFTOP-SILAT-16P 参考优先级:第一张提供的图像控制 C1 的面部、身体、服饰、比例、轮廓、发型与神态;第二张提供的图像控制环境锚点:屋顶地面、水塔、城市天际线、霓虹光晕与湿润的混凝土表面。本分镜控制调度、动作、地理、连续性、剪辑节奏与效果逻辑。 [场景数据包] 前提:一名孤身 pesilat 将季风骤雨化作她的武器,倾泻的雨水响应她的武术形态,成为环绕飞旋的水刃。 环境锁定:风化的水塔与棚屋保持位于画面右侧,城市天际线与霓虹光晕保持位于背景左侧,生锈的水箱与散落的水罐保持位于中景,湿润的瓦片屋顶平台保持作为所有远景的前景开放区域;C1 在前景开放的瓦片上表演。 起始 -> 结束:C1 在大雨中静止站立于中央 -> C1 处于最终的低位 harimau 定式,周围环绕着冰封的水刃圆顶,背后是天际线。 动作链:雨中静止站立 -> 头低下 -> 雨水落在手上 -> 下落至 harimau -> 手附近的雨水变慢 -> 雨在她周围悬停 -> 首次手捕 -> 刀刃猛然上挑 -> 横扫(sapuan) -> 刀刃向外射出 -> 维持定式,水悬停 -> 单柄刀刃颤动 -> 水箱爆裂 -> 聚拢水之圆顶 -> 旋身肘击爆发 -> 沉静,刀刃冰封 道具/效果状态:无实体武器;唯一的效果是雨水被重新组织为半透明的水刃,随 C1 的攻击成型、环绕与射出;一个水箱一次性破裂以供给圆顶;无火焰、无火花、无闪电、无结构损坏、无血液;释放后水恢复为落雨。 必读:这 IS 一场纪律严明的本卡苏拉武术力量展现,雨水服从于她的技法;它 NOT 泛泛的水系操控、缓慢的太极流动或舞蹈表演。 [角色净化] C1:年轻成年女性,深棕色皮肤,玉米辫向上收起,一侧有长串珠辫,精瘦的运动型轮廓,无袖黑色纹样武术上衣,腰打结腰带,宽松黑裤,白色前臂绑带,低伏掠食性的 harimau 姿态与受控的气场。删除相互矛盾的特质、不可见的心理活动、过度的服装细节,以及无法出现在分镜中的背景故事。 [身份一致性] 所提供的角色参考控制 C1 的面部、身体、服饰、比例、发型与轮廓;分镜仅控制调度。保持 C1 的无袖黑色绣花上衣、打结腰带、白色前臂绑带与串珠辫,以及屏幕方向一致。不得重新设计、改变年龄、提亮肤色、美化、合并、复制、添加袖子,或加入第二个角色或实体武器。 [分镜纯净度] 面板图像仅为视觉性、低细节的单色浅灰粗略草图。将面板编号、节拍名称与镜头标签置于每个面板图像外部的标题条中。面板内部不得出现颜色、标签、箭头、字幕、字幕条、徽标、水印、时间标记、图表、UI、虚影姿态、重复身体或技术性叠加。 [主镜头规则] P01 展示完整可玩地理布局:画面右侧的水塔、栏杆与背景的城市天际线、画面左侧的实用光、前景的湿润屋顶平台,序列自中央行进至画面左侧,然后回到中央收束。 [情感弧线] 静止 -> 内在专注 -> 点燃 -> 涌动 -> 悬停敬畏 -> 重燃决心 -> 爆发释放 -> 沉静掌控,通过姿态高度、手部张力、视线、腰带甩动、湿发鞭击、刀刃高度、水环扩散与最终的静止呈现。 [风格锁定] 风格锁定:干净的单色粗略草图分镜面板,落于米白纸面,浅灰动作线条,简化的屋顶、水塔与天际线形状,仅在面板艺术外部使用克制的单一青色点缀,清晰的影视层级,面板内无渲染光照。 效果锁定:面板内部,水刃与悬停的雨水仅为简单的单色亮线轮廓形状;最终视频效果为半透明霓虹光的水刃与冰封的雨滴,环绕并向外射出,捕捉青色与品红色的城市光辉。 环境锁定:水塔始终位于画面右侧,城市天际线始终位于背景,实用光始终位于画面左侧,湿润的屋顶平台始终作为所有远景的前景。 [空间连续性锁定] P01、P06、P10、P13、P16 共享相同的屋顶布局。C1 从中央站立开始(P01),下落并定位于中央偏左(P06),自中央偏左出击并射出(P10),向画面右侧移动以聚拢水箱之水(P13),并回到中央沉降为最终定式(P16)。固定锚点:水塔始终位于画面右侧,天际线始终位于背景,实用光始终位于画面左侧,湿润的平台始终位于前景。可允许的变化为摄像机距离、C1 姿态与水刃状态。P16 为同一地点的更远距离,而非新的建立镜头。 [导演条] 底部动画轨板与面板列对齐。轨道:节拍线、镜头路径、动作路径、节奏轨道、升级地图、状态轨道、风格轨道。使用镜头块、细线、节奏块、小型强度条、一到三个词的标签。不得使用秒数或时间戳。 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]`。 面板标题:P01 / 24mm 广角 / 屋顶建立 -> P02 / 50mm 中景 / 浸湿的静止 -> P03 / 微距插入 / 雨落手上 -> P04 / 低位 35mm / 下落至 harimau -> P05 / 微距插入 / 雨水变缓 -> P06 / 24mm 广角 / 雨水悬停 -> P07 / 低位爆裂 35mm / 首次手捕 -> P08 / 微距插入 / 刀刃猛然上挑 -> P09 / 侧位 50mm / 横扫(sapuan)-> P10 / 24mm 广角 / 刀刃射出 -> P11 / 85mm 肖像 / 屏息 -> P12 / 微距插入 / 刀刃颤动 -> P13 / 24mm 广角 / 水箱爆裂 -> P14 / 低位 35mm / 聚拢圆顶 -> P15 / 低位爆裂环绕 / 旋身肘击 -> P16 / 摇臂广角 24mm / 冰封定式 镜头 + 焦距计划:P01 缓慢推近 -> P02 静态保持 -> P03 微距拉焦 -> P04 低位俯倾 -> P05 微距急停 -> P06 缓慢后拉 -> P07 快速低位推进 -> P08 微距急甩 -> P09 侧位跟移 -> P10 爆裂后拉广角 -> P11 缓慢肖像漂移 -> P12 微距保持 -> P13 广角急摇 -> P14 低位推近 -> P15 环绕爆裂 -> P16 摇臂升拉 动作路径:P01 中央静止站立 -> P02 头低垂,呼吸 -> P03 雨水击打双手 -> P04 下落至 harimau -> P05 手附近的雨水冻结 -> P06 雨水在她周围悬停 -> P07 快速手捕猛然弹出 -> P08 水刃成形 -> P09 横扫(sapuan)将刀刃划出弧线 -> P10 刀刃向外射出 -> P11 维持定式,水悬停 -> P12 单柄刀刃颤动 -> P13 水箱破裂,水流涌入 -> P14 聚拢水之圆顶 -> P15 旋身肘击引爆圆顶 -> P16 沉静,刀刃冰封环绕 节奏轨道:P01 RHY P01:hold / long block / held beat -> P02 RHY P02:hold / medium block / clean beat -> P03 RHY P03:slow reveal / short block / clean beat -> P04 RHY P04:build / medium block / match beat -> P05 RHY P05:slow reveal / short block / clean beat -> P06 RHY P06:build / medium block / held beat -> P07 RHY P07:burst / short block / smash beat -> P08 RHY P08:burst / short block / whip beat -> P09 RHY P09:burst / short block / smash beat -> P10 RHY P10:impact / medium block / smash beat -> P11 RHY P11:pause / long block / held beat -> P12 RHY P12:pause / short block / held beat -> P13 RHY P13:build / medium block / match beat -> P14 RHY P14:build / short block / smash beat -> P15 RHY P15:impact / medium block / smash beat -> P16 RHY P16:final hit / long block / held beat 升级地图:P01 ESC P01:L1 calm / flat -> P02 ESC P02:L1 calm / rise -> P03 ESC P03:L2 tension / rise -> P04 ESC P04:L2 tension / rise -> P05 ESC P05:L3 rise / spike -> P06 ESC P06:L3 rise / rise -> P07 ESC P07:L4 surge / spike -> P08 ESC P08:L4 surge / spike -> P09 ESC P09:L4 surge / rise -> P10 ESC P10:L5 peak / spike -> P11 ESC P11:L2 tension / drop -> P12 ESC P12:L3 rise / rise -> P13 ESC P13:L4 surge / rise -> P14 ESC P14:L4 surge / spike -> P15 ESC P15:L5 peak / spike -> P16 ESC P16:L3 rise / release 状态轨道:P01 雨落,C1 居中 -> P02 雨势强烈,C1 静止 -> P03 手上的水珠 -> P04 C1 低位 harimau -> P05 首批水珠冻结 -> P06 雨水悬停成环 -> P07 一柄刀刃成形 -> P08 刀刃延伸 -> P09 扇形刀刃划过弧线 -> P10 刀刃向外发射 -> P11 刀刃悬浮,缓慢环绕 -> P12 孤刃颤动 -> P13 水箱破裂,水流涌入 -> P14 刀刃圆顶组装 -> P15 圆顶向外引爆 -> P16 刀刃在 C1 周围冰封于环绕中 风格轨道:P01 广阔留白,柔和雨纹 -> P02 近距颗粒感,水流条纹 -> P03 微距水珠闪光 -> P04 低伏掠食性线宽 -> P05 单点亮水珠点缀 -> P06 悬停雨点阵 -> P07 硬朗动态模糊 -> P08 亮色刀刃轮廓 -> P09 扫掠弧线 -> P10 放射爆裂线 -> P11 宁静的持剑剪影 -> P12 单点颤动点缀 -> P13 垂直水流爆裂条纹 -> P14 汇聚圆顶线 -> P15 全面放射引爆 -> P16 冰封环绕光晕,青色点缀 [序列] 栅格:紧凑 4x4 影视分镜板中的 16 个面板;面板艺术保持单色粗略草图,而导演条承载自开放平静进入爆裂簇尖峰、中段的屏息下落,以及向圆顶引爆顶点的重建,最终在冰封的最终定式中释放。

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