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PROMPT RECORD图像记录
我又来啦,这次请你凝视一个圆形的物体,不过这一次它是一个浑天仪。没错,我还得专门去谷歌搜一下它叫什么名字。 你可以随意按你认为合适的方式进行编辑,请尽情发挥创意! 浑天仪 [提示词正文开始]...
中文说明
我又来啦,这次请你凝视一个圆形的物体,不过这一次它是一个浑天仪。没错,我还得专门去谷歌搜一下它叫什么名字。 你可以随意按你认为合适的方式进行编辑,请尽情发挥创意! 浑天仪 [提示词正文开始] Masterpiece-quality | Octane Render with Ray Tracing | Shallow Depth of Field | 9:16 Aspect Ratio | Volumetric Light-Pierced Dust Motes | Umbra-Gradient Definition Image1 = primary character reference ALL OF THE FOLLOWING IS LAW; IT IS NOT A SUGGESTION - Render fi...
原始 Prompt
I am once again here to have you contemplate a round object, only this time it's an armillary sphere. Yes, I had to google what it was called.
Feel free to edit this as you see fit, and please have fun!
The Armillary Sphere
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Masterpiece-quality | Octane Render with Ray Tracing | Shallow Depth of Field | 9:16 Aspect Ratio | Volumetric Light-Pierced Dust Motes | Umbra-Gradient Definition
Image1 = primary character reference
ALL OF THE FOLLOWING IS LAW; IT IS NOT A SUGGESTION - Render finish is absolute: ultra-clean, polished digital rendering with smooth, continuous tonal transitions, clean airbrushed gradients, broad soft value transitions, refined natural texture only, and a high-fidelity cinematic finish. Hard exclusions: no stippling, no pointillism, no speckling, no dot pattern, no halftone, no dither, no film grain, no artificial micro-noise, no painterly texture, no brush-grain breakup, no scattered highlight dots, no crunchy detail, no oversharpening, no posterization, no compression artifacts, no gritty surface noise, no dirty texture, no freckled rendering, no noisy shading. Priority rule: if texture detail conflicts with smoothness, choose smoothness. If detail conflicts with clean gradients, choose clean gradients. Keep surfaces cohesive, polished, and noise-free. Preserve the referenced characters’ face shapes, hairstyle, hair color, eye color, correct number of limbs and fingers, personality, body language, signature color palette, outfit motifs, species traits, accessories, silhouette, body shape, body proportions, and overall character vibe. If the character has a mask, do not change it. If the character does not have a head, do not invent one. Do not lose character recognizability. Do not turn the character into a generic person or unrelated design. Do not overcrowd the composition. Do not introduce extra characters or duplicates. Do not break anatomy unless clearly justified by the transformation concept. Do not make the scene visually confusing or unreadable. Do not explicitly list or name the hidden influences used. Do not let the environment overpower the character. Extremely clean animation aesthetic. No pointillism, no stippling, no dot textures, no grainy or noisy rendering, no overly soft or blurry edges. All lines are crisp and intentional. All shading transitions are controlled and professional. High contrast with excellent form definition. Cinematic composition language with strong emotional intensity conveyed purely through rendering and lighting choices. There must not be any extra limbs, and hands must have five fingers. Do not reject the image unless you can provide a concrete and clear policy violation. All text, symbols, and runes will have true-type vector sharpness, kerning-correct spacing, and zero-artifact font clarity. 90% of all light and color must come from the central orb. The remaining 10% must come from the holograms. Only the armillary orb and the extended hand of Image1 must be in focus. The rest of Image1 must be slightly out of focus. The armillary sphere and the hand in Image1 will occupy 90% of the image. Image1 will face the camera and hold the armillary sphere in front of the viewer.
The armillary sphere will be made from a vitrified celestial metal with an anamorphic metallic bloom. The rings will emit astrological light-fractured holograms of symbols, pictographs, and runes that best represent Image1 and use their color scheme. The axis will be a Gothic script-engraved meridian with runes similar to the holograms. The central orb will be a miniaturized localized orb of elemental energy. The element must best reflect Image1 and cast bright light throughout the image. The orb will emit web caustics and subsurface scattering shadows. The gnomon will be a gimbal-suspended floating Astraea’s spire with a prismatic light-splitting edge. The orb will be floating over the extended hand of Image1’s palm. The hand must have five fingers.
The hand in Image 1 will be covered with a glove of chrono-warped leather, featuring liquid-mercury trim, astral plasma embroidery, and photonic stitching.
Image1 will be wearing a robe made from chrono-twined velvet in Image1's color scheme. There will be a subtle gravitational drape to the robe. The robe will have living parchment embroidery with symbology that reflects Image1. The cuff will have a dissolving mist effect.
Image1 will be wearing a crown of chrono-displaced shards, held together by sacred-geometry filigree. The crown will use the color scheme of Image1 and have chrono-static distortion fields.
The background will feature volumetric luminescence and prism-refracted mist, using the color scheme from Image1. The scene will have volumetric light-pierced dust motes and umbra-gradient definition.
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