input_topic ::= "<insert movie / game / manga / franchise here>"

Nano Banana · @Gdgtify · Wed Jul 08

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input_topic ::= "<insert movie / game / manga / franchise here>" [topic_analysis] from in…
input_topic ::= "<insert movie / game / manga / franchise here>" [topic_analysis] from in…
camera_lens · orthographiccomposition · centeredcomposition · high-anglelighting · soft-lightsubject_type · architecture-interiorsubject_type · group

提示词(原文,逐字保留)

input_topic ::= "<insert movie / game / manga / franchise here>" [topic_analysis] from input_topic, infer and assign: - structure: the most iconic multi-space location (base, ship, tower, household, hq). - rooms: 3–4 distinct zones inside, each with its own function and palette. - residents: 5–7 characters distributed across rooms, each mid-action and appropriate to its zone. - easter_eggs: 10+ recognizable props, signage, and a deep_cut detail hidden in one room. - light_logic: how each zone is lit differently (screen glow, warm lamp, daylight slot). <scene> ::= <shell> "+" <room_grid> "+" <residents> "+" <dense_dressing> "+" <render_env> <shell> ::= "a single isometric building-block of structure with two adjoining walls and the roof cut away on a clean section line, floating in a plain neutral void, true architecture and materials" <room_grid> ::= "rooms stacked and adjacent inside the shell — each a fully realized tiny space with its own [light_logic], floor, and furniture, separated by visible interior walls and stairs" <residents> ::= "residents placed one-to-two per room, each genuinely doing something tied to that zone (cooking, repairing, monitoring, resting), correctly scaled to the furniture; two of them interacting across a doorway" <dense_dressing> ::= "easter_eggs distributed by room — props, posters, gear, clutter that is full but readable — with the deep_cut detail tucked into one corner for fans to find" <render_env> ::= "clean 3d render, soft global illumination plus the per-room practical lights, gentle ambient occlusion in the corners, true isometric 45° camera, neutral seamless backdrop, crisp throughout" [instruction] render one image of <scene>, deriving structure, rooms, residents, and easter_eggs from input_topic. density is zoned: each room reads on its own, residents act, lighting differs per space. miniature isometric cutaway.

中文译文

input_topic ::= "<insert movie / game / manga / franchise here>" [topic_analysis] from input_topic, infer and assign: - structure: the most iconic multi-space location (base, ship, tower, household, hq). - rooms: 3–4 distinct zones inside, each with its own function and palette. - residents: 5–7 characters distributed across rooms, each mid-action and appropriate to its zone. - easter_eggs: 10+ recognizable props, signage, and a deep_cut detail hidden in one room. - light_logic: how each zone is lit differently (screen glow, warm lamp, daylight slot). <scene> ::= <shell> "+" <room_grid> "+" <residents> "+" <dense_dressing> "+" <render_env> <shell> ::= "a single isometric building-block of structure with two adjoining walls and the roof cut away on a clean section line, floating in a plain neutral void, true architecture and materials" <room_grid> ::= "rooms stacked and adjacent inside the shell — each a fully realized tiny space with its own [light_logic], floor, and furniture, separated by visible interior walls and stairs" <residents> ::= "residents placed one-to-two per room, each genuinely doing something tied to that zone (cooking, repairing, monitoring, resting), correctly scaled to the furniture; two of them interacting across a doorway" <dense_dressing> ::= "easter_eggs distributed by room — props, posters, gear, clutter that is full but readable — with the deep_cut detail tucked into one corner for fans to find" <render_env> ::= "clean 3d render, soft global illumination plus the per-room practical lights, gentle ambient occlusion in the corners, true isometric 45° camera, neutral seamless backdrop, crisp throughout" [instruction] render one image of <scene>, deriving structure, rooms, residents, and easter_eggs from input_topic. density is zoned: each room reads on its own, residents act, lighting differs per space. miniature isometric cutaway.

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原文由 @Gdgtify 发布在 X:查看原推文。 本页逐字保留原文并提供机器翻译的中文解读;版权归原作者所有。

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