MMORPG 游戏写实风格预设

Seedance 2.5 · @Digitalwindai · Tue Jul 07

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MMORPG 游戏写实风格预设 用于生成一致的图像。与 Seedance 2.5 配合效果极佳,尤其适合长视频。 ▾ 下方为提示词与示例。请收藏此页 我手动制作,样式表内的每张图…
color_palette · high-contrastcomposition · multi-panelmood · dramaticquality_flags · embedded-textquality_flags · multi-panel-layoutscene · fantasy-world

提示词(原文,逐字保留)

MMORPG Game Realism Style Preset Use it for consistent image generations. Works great with Seedance 2.5, especially on long videos. ▾ Prompt and examples below. Bookmark this I Made this manually, every image inside style sheet generated separately. That's why image and video quality comes out excellent. Full Style Prompt STYLE Cinematic realistic render fused with Japanese anime-MMORPG aesthetic, built like an in-engine AAA game cutscene on Unreal Engine 5. Shot with true cinematic language: composed framing, cinematic depth of field, subtle chromatic aberration on energy sources, filmic tone mapping with soft highlight rolloff, smooth clean filmic image with pristine surfaces. Physically-based materials with bold macro-surface detail in clean broad forms, every surface reacting to light realistically while shapes, armor design and proportions keep a heroic anime-MMORPG silhouette. Form legibility is the top priority at every scale: subject and foreground stay fully resolved and razor-defined, hard sculpted edges, distinct silhouettes, clearly separated forms and readable geometry from close-up to wide shot, distant architecture keeps crisp legible structure. Volumetric atmosphere lives only in the depth of the frame as a physical medium — light beams and soft haze have real density behind the subject, never washing over the foreground. Soft optical rendering like a real cinema lens governs light only: gentle diffusion in highlights, smooth focus falloff, natural edge softness on bright rims, while all forms and contours stay firmly resolved. CHARACTER RENDERING Characters keep heroic anime-MMORPG proportions and design language — expressive eyes slightly larger than photoreal, flowing detailed hair rendered in clean flowing strands, idealized faces with clean features. Skin stays realistic with subsurface scattering, catching iridescent bounce light. Armor and costume design follows ornate MMORPG logic: layered plates, filigree, glowing runic accents. Cloth reacts physically to wind and energy. LIGHT Lit like a film scene, not a game menu: one dominant colored key sculpting the subject in three dimensions, harsh directional rim light carving silhouettes from deep shadow, brutal cinematic contrast, crisp light-shadow separation across defined forms. Volumetric shafts and soft haze stay in the background depth, background particles sparse and soft, foreground surfaces clean and unbroken. Magic and energy sources act as the dominant practical lights whenever present. Prismatic holographic accents and iridescent refraction bend around energy cores as controlled highlights, not a wash. White-hot highlights against near-black shadow, soft filmic rolloff, diffused bloom contained to the brightest edges only. COLOR Iridescent prismatic spectrum built on a fixed palette: electric cyan (#29E6FB), holographic magenta (#E338C1), indigo steel-blue (#46527D), muted periwinkle blue (#7186B8), spectral violet (#9B7BDE) and warm charged gold-umber (#C5A46D), shifting like a smooth iridescent sheen in broad clean gradients, concentrated on key hero surfaces and energy sources rather than smeared across the whole frame. Cyan, magenta and violet drive the white-hot energy centers; indigo and periwinkle ground the mid-tones and shadow; warm gold-umber anchors metal, stone and earthy accents. Dark grounded shadows hold clean tonal separation between subject and background. Color behaves like refraction, not paint: hues split, bend and travel across metal, cloth and haze while forms stay readable underneath. TEXTURE Detailed physical materials: smooth polished metal with broad clean reflections and anisotropic highlights, cloth catching prismatic bounce light, organic surfaces with clean natural detail, hard resolved edges on stone and crystal. Each material reads distinctly and stays fully in focus at every distance — engraving stays engraving, plate stays plate, stone stays stone, with hard clean separation between surfaces and no broken speckling across boundaries. Everything is tactile and material, bold sculpted surface detail in large clean shapes with smooth natural micro-contrast. MOOD Cataclysmic, crushing weight, charged silence before an apocalyptic surge.

中文译文

MMORPG 游戏写实风格预设 用于生成一致的图像。与 Seedance 2.5 配合效果极佳,尤其适合长视频。 ▾ 下方为提示词与示例。请收藏此页 我手动制作,样式表内的每张图像都是单独生成的。因此图像和视频质量非常出色。 完整风格提示词 STYLE(风格) 电影级写实渲染融合日本动漫 MMORPG 美学,打造如 Unreal Engine 5 引擎内 AAA 游戏过场动画般的画面。以真正的电影语言拍摄:精心构图的取景、电影景深、能量源上细微的色差、柔和高光过渡的电影感色调映射、表面洁净的平滑电影画面。基于物理的材质,在简洁大气的形体中呈现大胆的宏观表面细节,每处表面都真实地对光线做出反应,同时外形、护甲设计与比例保持英雄式动漫 MMORPG 的轮廓剪影。形体可读性是各尺度下的首要原则:主体与前景始终保持完全清晰、刀锋般锐利,硬朗雕刻的边缘、鲜明的轮廓剪影、清晰分离的形态,以及从特写到远景都清晰可读的的几何结构,远处建筑保持锐利清晰的构造。体积感氛围仅作为物理介质存在于画面纵深之中——光柱与柔和雾气在主体后方具有真实密度,绝不覆盖前景。柔和的光学渲染如真实电影镜头般仅掌管光线:高光处的轻柔扩散、平滑的焦点衰减、亮边上的自然边缘柔化,而所有形体与轮廓始终保持坚实清晰。 CHARACTER RENDERING(角色渲染) 角色保持英雄式动漫 MMORPG 的比例与设计语言——表现力丰富的眼睛略大于照片写实、流畅精细的发丝以清洁流动的发束呈现、特征整洁的理想化面容。皮肤保持写实质感,具备次表面散射,捕捉虹彩反弹光。护甲与服饰设计遵循华丽的 MMORPG 逻辑:层叠甲片、繁复花纹、发光的符文装饰。布料真实地对风与能量做出物理反应。 LIGHT(光照) 如电影场景而非游戏菜单般布光:一个主支配性色光在三维中雕刻主体,硬朗的方向性轮廓光从深暗处刻画轮廓剪影,残酷的电影感反差、清晰的光影分离贯穿于明确的形体。体积光柱与柔和雾气停留在背景纵深处,背景粒子稀疏柔和,前景表面洁净完整。魔法与能量源在出现时充当主支配性实景光源。棱镜全息点缀与虹彩折射环绕能量核心弯折,作为受控的高光而非弥散的冲刷。白热高光对比近黑阴影,柔和的电影感过渡,扩散辉光仅控制在最亮边缘。 COLOR(色彩) 以固定调色板构建的虹彩棱镜光谱:电光青(#29E6FB)、全息洋红(#E338C1)、靛青钢蓝(#46527D)、柔和长春花蓝(#7186B8)、光谱紫(#9B7BDE)与暖感充能金棕(#C5A46D),如平滑虹彩光泽般在大面积清洁渐变中流动变换,聚焦于关键主体表面与能量源,而非涂抹于整个画面。青色、洋红与紫色驱动白热的能量中心;靛青与长春花蓝奠定中间调与阴影;暖感金棕锚定金属、石头与大地色点缀。沉稳的深暗阴影保持主体与背景间清晰的色调分离。色彩如折射而非颜料般运作:色调在金属、布料与雾气间分裂、弯折与流动,而形体在下方保持可读。 TEXTURE(质感) 精细的物理材质:光滑抛光金属,具有宽广洁净的反射与各向异性高光;布料捕捉棱镜反弹光;有机表面具有洁净自然的细节;石头与水晶具有清晰硬朗的边缘。每种材质在各种距离下都清晰可辨且完全对焦——雕刻保持雕刻、甲片保持甲片、石头保持石头,表面之间硬朗清洁分离,边界无破碎的斑点。一切都具触感和材质感,以平滑自然的微观对比在大块清洁形体中呈现大胆雕刻般的表面细节。 MOOD(氛围) 灾难性的、压倒性的重压,末世汹涌浪潮来临前充满能量的寂静。

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