2x2 网格,16:9,为 4 部被低估的国际科幻电影执行此操作:// FN: anime_still(CHARACTER, SETT…
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composition · medium-shotcomposition · multi-panelquality_flags · embedded-textquality_flags · multi-panel-layoutsubject_type · charactersubject_type · landscape-nature
提示词(原文,逐字保留)
2x2 grid, 16:9, do this for 4 underrated international scifi movies: // FN: anime_still(CHARACTER, SETTING, TIME, ERA, TIER, MOOD)
INPUT
CHARACTER = $ infer
SETTING = $ infer
TIME = $ infer
ERA = $ infer
TIER = $ infer
MOOD = $ infer
DISPATCH :: ERA → production reality
1980-92 cel : hand-painted, RICH saturated paint, visible cel dust and fine
scratches, slight registration wobble, 1 shadow step, dark
brown-black line, painted BG with heavy brush texture
1993-99 cel→digital : transitional, cleaner paint, 1–2 steps, first digital
compositing, BG still painted, slight color banding
2000-10 digital : flat digital paint, 2 steps common, rim light appears,
BG digitally painted but still soft-edged and detailed
2011+ digital : 2 steps + gradient allowed ONLY in the photography pass,
heavy bloom and diffusion, BG photo-referenced, thin lines
DISPATCH :: TIER → detail budget (this is the realism lever)
tv_weekly : minimal line count, simple shadow shapes, BG reused-looking,
character held on 3s, no complex effects
tv_premium: more line detail in key frames, 2-step shadow on the face
film : dense linework, complex shadow shapes following real anatomy,
highly detailed BG, subtle effects layer, held poses are rare
ova : film detail, darker palette, more mature proportions
DISPATCH :: TIME → palette swatch set + shadow direction + photography grade
morning : cool blues and pale yellow, long shadows, clean bloom
midday : high-key, minimal shadow, saturated greens outside
late_afternoon : warm ochre/rose BG, LONG horizontal shadows, heavy bloom
through windows, dust motes, orange gradient map over all
dusk : magenta-to-indigo BG, silhouettes, warm rim on one edge
night : deep blue-violet, cool shadow swatch, practicals as bloom
sources, character lit only where a light source justifies
INVARIANT LAWS // do not vary with any input
L_BG : painted, NO outlines, MORE detail than the character
L_LINE : constant weight, tapered ends, dark brown not black for skin
L_FILL : flat, no gradient, no texture, no noise
L_SHADOW : hard-edged, {ERA.steps} step(s), a SEPARATE cooler swatch —
not the base color multiplied. The boundary is a drawn line.
L_HIGHLIGHT : flat, hard, sparse. Hair gets ONE band. Eye catchlight is a
fixed shape that does NOT track the light source.
L_FX : drawn discrete elements, never particle simulation
L_PHOTO : the ONLY layer permitted soft gradients — bloom, diffusion,
grade, grain, applied to the flattened stack
FORBIDDEN
✗ gradient shading on the character ✗ soft shadow edges
✗ outlines on background elements ✗ character out-detailing the BG
✗ line weight varying with light ✗ per-pixel specular on skin
✗ photographic DOF on the BG (painted soft ≠ lens blur)
RENDER
Anime still, {ERA.medium}, {TIER} production. {CHARACTER} in {SETTING},
{TIME}. {TIME.palette}. Background painted with {L_BG}. Character in
{L_LINE}, {L_FILL}, shadows as {ERA.steps} hard-edged step(s) in a cooler
swatch with no soft falloff anywhere. {L_HIGHLIGHT}. {TIME.fx}.
Over everything: {L_PHOTO}. {MOOD.pose_hold}.
AUDIT
shadow_boundary_gradient ≈ 0px · shadow_steps == ERA.steps
detail(BG) > detail(character) · line_weight_variance ≈ 0
every soft gradient originates in L_PHOTO
中文译文
2x2 网格,16:9,为 4 部被低估的国际科幻电影执行此操作:// FN: anime_still(CHARACTER, SETTING, TIME, ERA, TIER, MOOD)
INPUT(输入)
CHARACTER = $ 推断
SETTING = $ 推断
TIME = $ 推断
ERA = $ 推断
TIER = $ 推断
MOOD = $ 推断
DISPATCH :: ERA → 制作现实(production reality)
1980-92 cel:手绘,浓郁饱和的颜料,可见赛璐珞粉尘与细微划痕,轻微套色抖动(registration wobble),1 级阴影,暗棕黑色线条,背景为厚笔触质感的手绘 BG
1993-99 cel→digital:过渡期,颜料更干净,1–2 级阴影,数字合成首现,BG 仍为手绘,存在轻微色带(color banding)
2000-10 digital:扁平数字上色,2 级阴影常见,边缘光(rim light)出现,BG 数字绘制但仍保持柔边与细节
2011+ digital:仅在摄影合成层(photography pass)允许 2 级阴影 + 渐变,重度 bloom 与柔光,BG 基于照片参考(photo-referenced),细线条
DISPATCH :: TIER → 细节预算(detail budget)(这是写实度杠杆)
tv_weekly:线条数极少,阴影形状简单,BG 看起来被复用,角色保持 3 帧(held on 3s),无复杂特效
tv_premium:关键帧有更多线条细节,面部 2 级阴影
film:线条密集,阴影形状复杂并遵循真实人体解剖,BG 高度细致,存在微妙特效层,保持的姿态少见
ova:film 级细节,调色板更深,体型比例更成熟
DISPATCH :: TIME → 调色板色样集 + 阴影方向 + 摄影调色
morning(清晨):冷蓝与浅黄,长阴影,干净的 bloom
midday(正午):高调(high-key),阴影极少,外部饱和绿
late_afternoon(傍晚):暖赭石/玫瑰色 BG,水平长阴影,透过窗户的重度 bloom,尘埃微粒(dust motes),整体覆盖橙色渐变映射(orange gradient map)
dusk(黄昏):品红到靛蓝的 BG,剪影,单侧暖边缘光
night(夜晚):深蓝紫,冷阴影色样,实用光(practicals)作为 bloom 光源,角色仅在光源合理的位置被照亮
INVARIANT LAWS // 不随任何输入变化
L_BG :手绘,无描边,细节多于角色
L_LINE :恒定线宽,渐细收尾(tapered ends),肤色用深棕而非黑
L_FILL :平涂,无渐变,无纹理,无噪点
L_SHADOW :硬边,{ERA.steps} 级阴影,使用独立的冷色调色样——而非基色相乘。边界为绘制线
L_HIGHLIGHT :平面,硬边,稀疏。头发仅一条高光带。眼睛高光点(catchlight)为固定形状,不追踪光源
L_FX :离散绘制元素,永不使用粒子模拟
L_PHOTO :唯一允许柔渐变的图层——bloom、柔光(diffusion)、调色(grade)、颗粒(grain),应用于已合并的整层
FORBIDDEN(禁止项)
✗ 角色上的渐变上色 ✗ ✗ 柔边阴影
✗ 背景元素上的描边 ✗ ✗ 角色细节超过 BG
✗ 线宽随光变化 ✗ ✗ 皮肤上的逐像素高光(per-pixel specular)
✗ BG 上的摄影景深(手绘的柔 ≠ 镜头模糊)
RENDER(渲染)
动画静帧(Anime still),{ERA.medium} 介质,{TIER} 制作。{CHARACTER} 位于 {SETTING},{TIME}。{TIME.palette}。背景以 {L_BG} 手绘。角色采用 {L_LINE},{L_FILL},阴影为 {ERA.steps} 级硬边,使用冷色调色样,全局无任何柔衰减。{L_HIGHLIGHT}。{TIME.fx}。在所有内容之上叠加:{L_PHOTO}。{MOOD.pose_hold}。
AUDIT(审核)
shadow_boundary_gradient ≈ 0px · shadow_steps == ERA.steps
detail(BG) > detail(character) · line_weight_variance ≈ 0
every soft gradient originates in L_PHOTO
来源与署名
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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