创建一张 16:9 夜间山地奔军电影分镜板图像。

GPT-Image-2 · @aimikoda · Mon Jun 22

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创建一张 16:9 夜间山地奔军电影分镜板图像。 [SUBJECT] 一张现代极简的制作板,Raya 已在万军之中向山上冲刺,用一把剑在拥挤人群中逐个斩杀敌人。展示不间断的军队密…
color_palette · high-contrastcomposition · multi-panelhuman_attributes · glasseshuman_attributes · long-hairlighting · low-keyquality_flags · multi-panel-layout

提示词(原文,逐字保留)

Create a 16:9 night mountain army-run cinematic storyboard sheet image. [SUBJECT] A modern-minimal production board for Raya already sprinting uphill through a vast army, cutting individual enemies inside the packed crowd with one jian. Show unbroken army density, uphill direction, separate contacts, red trails, petal vanish effects instead of blood, burst-cut staging, and the final supernatural general strike. [HEADER] Design an artistic production-board header with thin readable rules, clear hierarchy, generous spacing, and restrained graphic treatment outside panel interiors only. The header must contain exactly these two quoted lines: "Petals Toward Summit" "One white runner cuts enemy after enemy; three generals fall in one petal flash." [BOARD STRUCTURE] Use AUTO layout with 12 panels. Use compact panel headers exactly in this format: `P## / shot tag / beat name`. Draw one panel per BEATS entry, preserve P## order, and keep each panel to one clear visual action beat. [VISUAL STYLE] Panel interiors are silent visual-reference thumbnails: open-outline silhouettes, thin medium-light graphite linework, white paper, broad negative space, and only anchors needed to read pose, contact, screen direction, crowd mass, and spatial result. Silhouettes show only outer body-mass and limb contours, with no face, clothing detail, texture, or character-design finish. Use restrained color only for red trails, petal effects, and moon/summit light cues. No blood, gore, gray wash, toning, modeling, or shaded fill. [REFERENCES] Image A: C1 gross height, body mass, hair mass, robe/coat block, jian silhouette, and calm red-accent attitude only. [CONTINUITY] Keep C1 identity, one jian S1, uphill direction, switchback path, cliff left, rock wall right, summit gate, red trail origin, petal vanish state, and army-mass geography consistent. Treat the army as dense silhouette bands plus readable foreground soldiers. The crowd stays packed around C1; struck enemies become petal traces inside the same mass, not an opened road, extra soldiers, or duplicate bodies. Each panel is one frozen instant: one pose/state per C#/object; avoid before/after wording. [COUNT LOCK] C1 appears once and carries exactly one S1 jian. A1 represents ten thousand enemies through solid crowd bands, not ten thousand drawn figures. G1-G3 are three summit generals at the gate only. Foreground enemies may appear as small groups E1-E5 per panel. Each visible struck enemy needs its own separate contact dash and petal burst; do not make one wide slash erase a group. [TEXT RULES] Visible text: only the two quoted header lines and compact panel headers. Do not render section labels. [CONSTRAINTS] Avoid logos, watermarks, overlays, extra panels, insets, finished illustration, dense facial detail, duplicate/ghost C1, before-after copies, gore, labels, arrows, captions, or reference inserts. [BEATS] Draw one storyboard panel per visual BEAT: BEATS: P01 / low root burst / three contacts: low ground close-wide beside C1's feet; C1 runs uphill left-to-right, three front silhouettes each have a separate S1 red contact dash, and three separate flower-petal bursts sit behind them. P02 / flash sidewall / target chain: compressed medium-wide inside a crowded path; C1 leans forward through center, three shield silhouettes each show a distinct S1 red diagonal, petal traces sit in C1's wake, upper silhouettes press close ahead. P03 / blade insert / hand marks: tight insert on weapon hands and elbows; S1 makes three small red contact marks on three separate attackers, each marked body replaced by a compact petal burst. P04 / top-down impact / hairpin crush: overhead wide of a hairpin turn; C1 occupies center seam, separate S1 red arcs touch adjacent silhouettes around C1, petal clouds mark individual struck bodies on both sides. P05 / banner whip / near cuts: close-medium through foreground spear and banner shapes; C1 ducks under crossed weapons, two near silhouettes show separate S1 red contact marks, large petal shapes replace those bodies. P06 / canted shield / body mass: canted close side view; C1 drives shoulder-first through packed shields, S1 shows two separate red torso marks, petal bursts stay inside the dense crowd. P07 / flash zigzag / army shear: long uphill view toward the summit gate; A1 packs foreground to background, one C1 shape anchors center, one red zigzag trail crosses the army mass, and separate petal bursts mark many struck bodies. P08 / ground evidence / step vanish: low insert on stone steps; C1 foot lands between petal traces, S1 touches one knee guard and one helmet edge, two fresh petal bursts replace two soldiers. P09 / low gate pressure / last guards: low uphill medium-wide near the gate; G1-G3 stand beyond a final guard wave, C1 cuts three front guards one by one, each with a separate red dash and petal burst. P10 / static threshold / generals wait: frontal gate medium-wide; G1 center, G2 left, G3 right hold the threshold, C1 crouches below them with S1 drawn back and a red aura-like trail gathered at the blade. P11 / white flash / general sever: low near-summit medium-wide; one S1 red horizontal line crosses G1-G3 neck lines, and three helmeted head silhouettes separate into flower-petal bursts. P12 / rear release / peak reached: high rear wide from below the summit; C1 moves into the open gate with S1 lowered, G1-G3 appear as three larger petal crowns, and the mountain below is packed with individual fading petal traces. --- Seedance 2.0 Prompt: Use @[storyboard ref] only as the visual-anchor storyboard for shot order, camera angle, framing, pose, blocking, screen direction, composition, blade/effect states, army density, and summit geography. Follow the panels exactly; do not render the sheet or add events outside this prompt. Use aggressive hard cuts, burst cuts, flash cuts, whip cuts, and impact inserts. Keep geography consistent across cuts: uphill direction, packed army mass, cliff left, rock wall right, summit gate above. Use @[char ref] as sole authority for C1 Raya's final appearance, face, body, wardrobe, proportions, materials, jian design, and likeness; C1 carries exactly one jian throughout. VISUAL STYLE: 3D stylized, cinematic anime action at night on a mountain ridge, low-key moonlight, cold mist, white robe against black army silhouettes, airborne red jian trails, flower-petal vanish effects instead of blood, no gore. Deep focus keeps army scale readable; foreground action reads as one enemy cut at a time with sakuga bursts and flash-frame impacts. AUDIO: No music. Use wind, gravel footfalls, robe snaps, crowd movement, jian air-slices, shield clacks, petal flutters, vanish whooshes, and sudden silence at impacts. ENVIRONMENT: Night mountain switchback toward a summit gate; cliff left, rock wall right, banners, mist, and countless silhouettes filling the slopes. EMOTIONAL GUIDANCE: C1 never stops climbing; each individual strike creates one petal burst inside the still-packed crowd. RHYTHM + ESCALATION: Start mid-run, cut target-to-target in burst flashes, climb into a summit pressure hold, peak with one supernatural gate strike, release into petal traces below. BEATS: P01: Burst cut to low feet and blade inserts as C1 launches uphill left-to-right; three front soldiers are hit one by one, each contact a separate red dash and petal vanish. P02: Flash-cut medium shots inside a compressed enemy wall; C1 picks shield, throat guard, and raised blade targets in order, each enemy blooming into petals. P03: Tight blade insert through elbows and weapon hands; S1 makes three small red contact marks across three separate attackers, petals replacing each struck body. P04: Smash cut overhead on a hairpin turn; C1 forces through the center crush, separate red arcs touching adjacent soldiers around her body. P05: Whip cut through foreground spears and banners; C1 slips under crossed weapons and makes single-target cuts at arm's length, nearest soldiers popping into large petals. P06: Canted close side-impact; C1 shoulder-checks through packed shields while S1 marks two separate torsos, petal bursts staying inside the dense body mass. P07: Long-lens flash compression toward the gate; C1 moves at flash speed in a violent zigzag through the packed army, many red contact flashes cutting soldiers across the whole mass without clearing the crowd. P08: Ground insert on stone steps; C1's foot lands between fallen petal traces as S1 taps a knee guard and helmet edge, two more soldiers vanish. P09: Low uphill pressure near the gate; G1-G3 stand beyond a final soldier wave, while C1 cuts three last guards one by one in front of them. P10: Flash hold on the generals; G1 center, G2 left, G3 right fill the gate line, C1 crouches below them with S1 drawn back and a red aura-like trail gathering. P11: Flash-white power cut; one impossible jian draw sends a single red horizontal line across G1-G3 neck lines, their helmeted heads separating cleanly into flower-petal bursts with no blood or gore. P12: Rear high release from below the summit; C1 enters the moonlit gate with single jian lowered, G1-G3 vanish as larger petal crowns, and the mountain below is packed with countless individual petal traces.

中文译文

创建一张 16:9 夜间山地奔军电影分镜板图像。 [SUBJECT] 一张现代极简的制作板,Raya 已在万军之中向山上冲刺,用一把剑在拥挤人群中逐个斩杀敌人。展示不间断的军队密度、上山方向、分散的接触点、红色轨迹、以花瓣消散效果代替血液、爆切式分镜,以及最终的超越性将军一击。 [HEADER] 设计一个艺术化的制作板页眉,使用纤细可读的分割线、清晰的层级、宽松的留白,并在面板内部以外的区域保持克制的图形处理。 页眉必须仅包含以下这两行引号内文字: "Petals Toward Summit" "One white runner cuts enemy after enemy; three generals fall in one petal flash." [BOARD STRUCTURE] 使用 AUTO 布局,共 12 个面板。 紧凑面板标题严格使用如下格式:`P## / shot tag / beat name`。 每个 BEATS 条目绘制一个面板,保持 P## 顺序,每个面板只承载一个清晰的视觉动作节拍。 [VISUAL STYLE] 面板内部为无声的视觉参考缩略图:开放轮廓剪影、纤细中等亮度的石墨线条、白纸、宽阔的负空间,仅保留读取姿势、接触、屏幕方向、人群体量与空间结果所需的锚点。 剪影仅显示外部身体块面与四肢轮廓,无面部、服装细节、材质或角色设计收尾。仅在红色轨迹、花瓣效果与月光/山顶光提示处使用克制色彩。无血、无残肢、无灰洗、无调子、无明暗或阴影填充。 [REFERENCES] 图像 A:仅作为 C1 整体身高、身体块面、头发块面、外袍/外套块面、剑轮廓与冷静红色点缀姿态的参考。 [CONTINUITY] 保持 C1 身份、一把剑 S1、上山方向、之字形山路、左侧悬崖、右侧岩壁、山顶门、红色轨迹起点、花瓣消散状态以及军队体量地理一致。 将军队视为密集剪影带加可读前景士兵。人群始终紧贴 C1;被击中的敌人在同一密集群中变为花瓣痕迹,而非开辟空道、增加士兵或复制身体。 每个面板为一个冻结瞬间:每个 C#/物体一个姿势/状态;避免出现"之前/之后"措辞。 [COUNT LOCK] C1 仅出现一次,且仅携带一把 S1 剑。A1 通过密集人群带代表万名敌人,而非画出万身。G1-G3 仅作为山顶门处的三位将军。 前景敌人可以每面板以 E1-E5 小群形式出现。每个可见被击敌人都需各自独立的接触短线与花瓣爆裂;不得用一次宽横扫消灭一群。 [TEXT RULES] 可见文字:仅页眉两行引号内文字与紧凑面板标题。不要渲染章节标签。 [CONSTRAINTS] 避免 logo、水印、叠加层、额外面板、嵌入图、完成度高的插画、密集的面部细节、C1 复制/残影、"前后对比"复制、残肢、标签、箭头、说明文字或参考插入图。 [BEATS] 为每个视觉节拍绘制一个分镜面板: BEATS: P01 / low root burst / three contacts:地面低位贴近 C1 双脚的近宽景;C1 自左向右向山上奔跑,三名前排剪影各有独立的 S1 红色接触短线,三处独立的花瓣爆裂位于其后方。 P02 / flash sidewall / target chain:拥挤路径内的压缩中宽景;C1 在中央前倾冲刺,三面盾牌剪影各显示一条独立的 S1 红色斜线,花瓣痕迹留在 C1 身后,前方上层剪影逼近。 P03 / blade insert / hand marks:武器手与手肘的紧插画面;S1 在三名独立攻击者身上留下三处细小红色接触痕迹,每个被标记的身体被一团紧凑花瓣爆裂取代。 P04 / top-down impact / hairpin crush:发夹弯的俯视宽景;C1 占据中央接缝,独立 S1 红色弧线触及 C1 周围的相邻剪影,花瓣云团标记两侧被击中的个体。 P05 / banner whip / near cuts:穿过前景长矛与旗帜形状的近中景;C1 在交叉武器下低身穿越,两名近距离剪影显示独立的 S1 红色接触痕迹,大花瓣形态取代其身体。 P06 / canted shield / body mass:倾斜近侧景;C1 用肩部率先撞入密集盾牌阵,S1 显示两处独立的红色躯干痕迹,花瓣爆裂留在密集人群内。 P07 / flash zigzag / army shear:朝向山顶门的长焦上山景;A1 从前景一直铺到背景,一个 C1 形态锚定中央,一条红色之字形轨迹横穿军队体量,独立的花瓣爆裂标记众多被击中的身体。 P08 / ground evidence / step vanish:石阶的低位插画面;C1 脚落在花瓣痕迹之间,S1 触及一处护膝与一处头盔边缘,两处新生花瓣爆裂取代两名士兵。 P09 / low gate pressure / last guards:接近门处的低位上山中宽景;G1-G3 立于最后一波守卫之后,C1 一对一切倒三名前方守卫,每人各有独立红色短线与花瓣爆裂。 P10 / static threshold / generals wait:门的正面中宽景;G1 居中、G2 居左、G3 居右守住门槛,C1 在其下方蹲伏,S1 后引,红色光环式轨迹在剑刃处汇聚。 P11 / white flash / general sever:临近山顶的低位中宽景;一条 S1 红色水平线横切 G1-G3 颈部,三只戴头盔的头部剪影分离为花瓣爆裂。 P12 / rear release / peak reached:从山顶下方向上的高位后视宽景;C1 步入敞开的门内,S1 垂下,G1-G3 显现为三个更大的花瓣冠冕,山下群山布满无数渐隐的花瓣痕迹。 --- Seedance 2.0 Prompt: 仅将 @[storyboard ref] 作为视觉锚点分镜,用于镜头顺序、镜头角度、构图、姿势、调度、屏幕方向、画面构成、刀刃/效果状态、军队密度与山顶地理。严格遵循面板,不要渲染整张板或在本提示之外添加事件。 使用激进硬切、爆切、闪切、挥切与冲击插画面。保持地理在各切之间一致:上山方向、密集军队体量、左侧悬崖、右侧岩壁、上方山顶门。 将 @[char ref] 作为 C1 Raya 最终外貌、面部、身体、服饰、比例、材质、剑设计与形象的唯一权威;C1 全程仅携带一把剑。 VISUAL STYLE:3D 风格化、夜间山脊上的电影感动漫动作,低调月光、冷雾、白袍对阵黑色军队剪影、空中的红色剑痕、以花瓣消散效果代替血液、无残肢。深焦保持军队规模可读;前景动作以 sakuga 爆点与闪帧冲击呈现,一次只读出一名敌人的斩击。 AUDIO:无音乐。使用风声、碎石脚步声、袍子抽响、人群移动、剑刃破空声、盾牌撞击、花瓣颤动、消逝呼啸以及冲击瞬间的骤停静默。 ENVIRONMENT:通往山顶门的夜间山地之字路;左侧悬崖、右侧岩壁、旗帜、薄雾与无数剪影布满山坡。 EMOTIONAL GUIDANCE:C1 永不停止攀登;每一次单独的斩击都在依然密集的人群中制造一次花瓣爆裂。 RHYTHM + ESCALATION:从中途奔跑开始,以爆裂闪光逐目标切至山顶压力持剑,在一次超越之门斩击达到顶峰,最后释放为山下的花瓣痕迹。 BEATS: P01:爆切至低位脚部与剑刃插画面,C1 自左向右向上山冲刺;前排三名士兵被一一击中,每次接触为独立红色短线与花瓣消散。 P02:压缩敌墙中的闪切中景;C1 依序选择盾牌、喉甲与举起的刀刃目标,每名敌人绽放为花瓣。 P03:穿过手肘与持械之手的紧密剑刃插画面;S1 在三名独立攻击者身上留下三处细小红色接触痕迹,花瓣取代每个被击中的身体。 P04:发夹弯的硬切俯拍;C1 强行穿过中央挤压,独立红色弧线触及她身体周围的相邻士兵。 P05:穿过前景长矛与旗帜的挥切;C1 自交叉武器下滑过,在臂距内进行单目标斩击,最近的士兵炸开为大型花瓣。 P06:倾斜近距侧向冲击;C1 用肩撞穿过密集盾牌阵,S1 同时标记两处独立躯干,花瓣爆裂留在密集身体群内。 P07:朝向山顶门的长焦闪光压缩;C1 以闪光速度在密集军队中进行剧烈之字运动,许多红色接触闪光横跨整片军队切割士兵,但不清理人群。 P08:石阶的地面插画面;C1 脚落在散落花瓣痕迹之间,S1 点触一处护膝与一处头盔边缘,又有两名士兵消散。 P09:靠近山顶门的低位上山压力;G1-G3 立于最后一波士兵之后,C1 在其面前一对一切倒最后三名守卫。 P10:将军的闪光静止;G1 居中、G2 居左、G3 居右填满门线,C1 在其下方蹲伏,S1 后引,红色光环式轨迹正在汇聚。 P11:闪白力量切;不可思议的一剑拔击送出单一红色水平线横切 G1-G3 颈部,他们戴头盔的头部干净分离为花瓣爆裂,无血无残肢。 P12:来自山顶下方的后方高位释放;C1 步入月光下的门内,单剑垂下,G1-G3 消散为更大花瓣冠冕,山下群山布满无数分散的花瓣痕迹。

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