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我喜欢这个提示的成品效果。它有点基础,但我喜欢这个理念——我们可以利用过去的伤疤让自己变得更强,并且我们可以感谢那些支持我们的人。不需要第二张图片。 一如既往地,请随意按你认为合适的方式进行编...

AI 图像 Pupperfishpat Sun Aug 16 21:23:55 +0000 2026
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我喜欢这个提示的成品效果。它有点基础,但我喜欢这个理念——我们可以利用过去的伤疤让自己变得更强,并且我们可以感谢那些支持我们的人。不需要第二张图片。 一如既往地,请随意按你认为合适的方式进行编辑,并且请玩得开心! 献给那些支持我们的人(即使是独自一人) [提示从这里开始] Masterpiece-quality | Octane Render with Ray Tracing | Shallow Depth of Field | 16:9 Aspect Ratio Image1 = primary character reference Image2 = secondary character reference ALL OF THE FOLLOWING IS LAW; IT IS NOT A SUGGESTI...

原始 Prompt

I like how this prompt turned out. It's a bit basic, but I like the idea that we can use our past scars to make ourselves stronger and that we can appreciate those who support us. A second image is not required.

As always, feel free to edit this as you see fit, and please have fun!

For Those Who Support Us (Even If Solo)

[Prompt Starts Here]
Masterpiece-quality | Octane Render with Ray Tracing | Shallow Depth of Field | 16:9 Aspect Ratio
Image1 = primary character reference
Image2 = secondary 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.

The table will be crafted from a beautiful wood determined by Image1. The wood will have ancient kauri grain with a Japanese-Fuki-urushi polish. There will be specular highlight bloom, raking light reflections, and subsurface-scattering wood-grain effects.

On the table will be a wooden tray. The tray will be crafted from a beautiful wood determined by Image1. The wood will be made from quilted mahogany with a hand-rubbed tung oil polish. There will be a subsurface-scattering wood-grain effect and prismatic refraction when light hits the polish.

Resting on the tray will be a cloth made from moire silk taffeta with a subtle iridescent sheen, with embroidery that best represents Image1. The cloth’s fringes will have crushed-dichroic-velvet edge piping in a darker color scheme of Image1.

On the cloth, porcelain dolls of Image1and Image2 will be standing. The dolls will be made from craquelure porcelain with underglaze cobalt. This porcelain will have subsurface scattering, specular highlights, and a vitreous luster. The dolls will be heavily cracked, with fritted edges and chipped glaze running along the cracks. The cracks will be filled with a gold lacquer that will have an aureate glow. There will be a few spots where porcelain will be missing. These missing pieces must be void of any color. The cracks must run throughout the dolls and are not allowed anywhere else in the drawing. Image1 will have their hands resting gently on the shoulders of Image2. Image2 will have their hands gently resting on their chest. Each hand must be clearly defined. There must not be any deformation, blending, merging, or extra hands. Image1 and Image2 will be smiling warmly at each other. Only the porcelain is allowed to have cracks. No other material is allowed to have cracks.

The clothing or hair on Image1 and Image2 are not allowed to be made from porcelain. All fabric will be made from crushed plissé silk that has fabric tension and visible seams. Any leather will have a buttery drape, crisp creasing, and gloss-mapped specular highlights. Any metal will have subsurface caustic scatter, specular highlight bloom, and satin-brushed finish. The doll’s hair will be made from yarn-weft saran-fiber with holographic tinsel wefts and subsurface scattering.

If no image is provided for Image1, draw only one porcelain doll and follow the instructions below. On the cloth, a porcelain doll of Image1 will be standing. The doll will be made from craquelure porcelain with underglaze cobalt. This porcelain will have subsurface scattering, specular highlights, and a vitreous luster. The doll will be heavily cracked, with fritted edges and chipped glaze running along the cracks. The cracks will be filled with a gold lacquer that will have an aureate glow. There will be a few spots where porcelain will be missing. These missing pieces must be void of any color. The cracks must run throughout the doll and are not allowed anywhere else in the drawing. The left arm of Image1 will be more damaged, and Image1 will be holding the arm with their right hand. Image1 will look sadly at the damaged arm. Only the porcelain is allowed to have cracks. No other material is allowed to have cracks.

The clothing or hair on Image1 is not allowed to be made from porcelain. All fabric will be made from crushed plissé silk that has fabric tension and visible seams. Any leather will have a buttery drape, crisp creasing, and gloss-mapped specular highlights. Any metal will have subsurface caustic scatter, specular highlight bloom, and satin-brushed finish. The doll’s hair will be made from yarn-weft saran-fiber with holographic tinsel wefts and subsurface scattering.
[Prompt Ends Here]

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