当npc 有了意识,是孤独还是幸运
替换成一个中年白人的样子,长相可爱
高清放大聚焦的场景,并且做成16:9的画幅
一个游戏中的银行大堂,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
Cinematic character portrait of a male Bank Manager NPC (around 50s), with a refined, elite appearance, standing in his luxurious office from image_1.png. He has short, grey-streaked hair, a focused yet slightly anxious expression, and a subtle beard stubble. He is wearing a perfectly tailored, matte charcoal wool suit with a rich natural weave, a crisp white shirt, and a dark blue and silver striped tie with a refined tie pin. A high-level security keycard on a black lanyard hangs around his neck, resting on his chest. An expensive matte-finish luxury watch is visible on his left wrist as his hands rest lightly on the edge of the mahogany desk from image_1.png. The office blinds are visible behind him, casting subtle shadows on the wall and his face. Luminescent lighting, Unreal Engine 5.4 render, real-time path tracing, diffuse global illumination, crystal clear atmosphere. Realistic skin texture with visible pores, matte materials, no greasy reflections or plastic shine. Masterpiece, high-end AAA game character aesthetic. Ultra-sharp focus. --style raw --ar 16:9
Cinematic in-game environmental screenshot of a luxurious yet imposing Bank Manager's office, designed for a stealth heist game. The room features a massive dark mahogany desk with a glowing high-tech computer terminal. Behind the desk, large floor-to-ceiling windows with half-closed blinds overlook the main bank lobby below, casting dramatic striped shadows. To the side, a subtle wall safe is partially exposed behind a skewed classical painting. A high-level security keycard hangs casually from a coat rack. Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, rich natural wood grains, realistic leather textures, clear and transparent lighting without greasy reflections, absolutely no glossy or plastic shine. High-end AAA game aesthetic.
去除图中所有的ui,并且让画框扶正,不要出现歪斜
/
的角色走出 的银行大门,然后切换成 的pov视角,他兴奋的左右看 这个场景中的街道,来往的行人,车辆,他非常兴奋,这是他第一次走出这个银行大门,城市里的一切都让他觉得神奇,新鲜,他走过 被橱窗中的甜甜圈吸引,他站在 巨大的数码广告拍下,抬头向上看,看到咖啡店门口停着的超跑 ,他嘴里叼着甜甜圈超兴奋的上去开门,没想到门竟然打开了,他兴奋的坐了进去 全程采用蒙太奇剪辑的镜头衔接方式,需要呈现出每一个场景下摇表现的内容,镜头过渡自然流畅,主要突出 作为主角,第一次走出银行看到这个世界的兴奋体验,需要音效,不要音乐
A cinematic character portrait of a middle-aged male bank security guard, named Cheng (陈), with an endearing, personable face, grey-streaked short hair, and a friendly yet focused expression, serving as the protagonist. He has a slightly rounded, pudgy physique with a noticeable, soft belly beneath his navy blue matte tactical uniform jacket, which fits snuggly but comfortably. His uniform, a well-worn but clean twill fabric, features a 'SECURITY' badge on the chest, shoulder epaulets, and a name tag, 'CHENG (陈)'. He is equipped with a functional matte tactical belt slung low, holding a radio, keys, a flashlight, and a small, stylized plush bear keychain mascot hanging from a loop. He stands within the modern neoclassical bank interior from image_2.png, near a marble column and service desk. Path-traced sunlight from arched windows illuminates the crystalline atmosphere, mixed with the cool glow of a modern monitor. He is unmasked, with realistic skin texture, visible pores, and a well-kept beard. He wears sturdy matte tactical boots. No grease, no plastic shine. Rendered in Unreal Engine 5.4, path tracing, diffuse global illumination. Ultra-crisp sharp focus. AAA game aesthetic.
【输入指令】 Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
根据这个风格,给我延伸生成这个建筑外,城市跟街道的场景,俯视图,广角拍摄
Cinematic in-game environmental screenshot taken from deep inside a massive bank vault loot room. Thousands of small, matte metallic safety deposit boxes line the reinforced concrete walls from floor to ceiling. In the center, several heavy wooden pallets are loaded with shrink-wrapped stacks of US currency and rows of cast gold bars with stamped serial numbers, dull and heavy, not overly shiny. A metal trolley with more gold is nearby. Visible security measures like thin, sharp red laser grids crisscross the high-value areas. Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic metallic surfaces with scratches, clear and transparent lighting without greasy reflections, absolutely no glossy or plastic shine. High-end AAA heist game aesthetic.
让其他穿玩偶服的人视角都对着保安。Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
去除角色胸口上标签上的姓名,但是保持标签
0-5s: 的五人驾驶,一辆黑色哑光越野车(SUV)高速冲向 银行的正门,镜头低角度跟拍,引擎轰鸣,地面雨水飞溅。 5-8s: 慢动作(Slow-mo)撞击瞬间。玻璃,建筑材料碎裂成千万片冲击进大堂,银行内的所有角色被这遭遇吓得惊慌失措的自然反应。碎片呈现真实的物理抛物线。 8-12s: 车子在银行内大理石地面滑行漂移停住,轮胎冒出白烟。 12-15s: 5名蒙面劫匪(正如之前定妆照所示)迅速踹开车门,端着武器从车内鱼贯而出,并朝着天空开枪扫射。需要音效,不要音乐
提取图中的这个角色,并且单独做成角色三视图
让这个角色看起来更加倒霉,社畜一些
An aerial, extreme wide-angle overhead bird's-eye view of a bustling early 20th-century (c. 1920s) American city street, centered on the exterior facade of the majestic neoclassical bank building seen in image_2.png. The scene is illuminated by crystal clear, high noon path-traced sunlight, capturing sharp, defined shadows. Below on the wide, stone-paved avenue, antique cars (like Model T Fords) and early streetcars move along tracks. Pedestrian figures in classic period clothing (three-piece suits, classical vests) walk on the sidewalks. The monumental stone bank building dominates with its colossal columns, arched windows, and detailed stonework (Nanite details), perfectly consistent with the interior in image_2.png. Adjacent buildings are also period-appropriate stone and brick. Unreal Engine 5.4 render, path tracing, physically based rendering, matte materials, natural rough textures, zero plastic shine, no greasy reflections, clear and transparent lighting, masterpiece AAA heist game aesthetic. Crisp sharp focus, deep depth of field. --style raw --ar 16:9
提取人物角色并制作成三视图定妆造,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
所有角色像是游戏中的NPC一样,完全不动, 保安一下又全部出现在 的画面中(这个人突然出现需要有模糊频闪人物是刷新出来的那种视觉特效)然后所有角色都保持不动未被激活的状态,镜头保持图1的视角轨道慢推近 的人物,直到大特写,再次申明,场景中的所有人都不需要动,只有地上光影的轻微移动表示时间的流逝,需要音效,不要音乐Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic
An aerial, extreme wide-angle bird's-eye view looking down upon a bustling modern metropolitan city block, centered on the historic neoclassical bank building seen in image_2.png. The architecture of the bank facade remains with its colossal columns, arched windows, and detailed stone entablature, exactly matching image_2.png, but is surrounded by contemporary glass and steel skyscrapers that rise far above it. Below, on the paved streets, a dynamic mix of modern vehicles—SUVs, electric cars, and local public transit buses—move in traffic. Modern pedestrians in sharp, contemporary attire walk on the sidewalks, some with tablets or shopping bags. Digital advertising screens are subtly integrated into some adjacent modern facades. The scene is illuminated by crystal clear, high noon path-traced sunlight, casting sharp, defined shadows. The entire composition has the clean, transparent, and ultra-crisp quality of a high-end AAA stealth or heist game, powered by Unreal Engine 5.4, using real-time path tracing, diffuse global illumination, Nanite details, and physically based matte materials. Realistic matte stone and metal textures, zero plastic shine, no greasy reflections. The focus is sharp across the vast cityscape. Deep depth of field.
0-5秒,摇臂镜头向下摇,拍摄男人开车来到沙滩边,然后下车一个人朝着摩天轮的方向走去,坐摩天轮,切换成男人pov视角坐摩天轮, 5-15从城市的场景再看到海边的场景,看到海平面的远方的时候,看到天空中有一些裂缝,就像是游戏中的穿模bug,并且给这个bug焦距推近一下。体现出这是在一个游戏世界中 全程采用蒙太奇剪辑的镜头衔接方式,主要突出主角,他是这个世界中唯一觉醒的npc,其他人完全按照自己的设定行动,需要音效,不要音乐
Cinematic in-game environmental screenshot of a highly secure, modern bank vault anteroom. In the center background stands a massive, intricate circular steel vault door, dimly lit by cold security lights. In the foreground, there are two distinct, high-tech authorization terminals spaced widely apart, representing a strict dual-control system. One terminal features a glowing keycard reader with a mechanical keyhole, the other a biometric retina scanner. The environment is imposing, silent, and tense, featuring brushed steel walls and matte marble floors. Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic metallic surfaces with natural scratches, clear and transparent lighting without greasy reflections, absolutely no glossy or plastic shine. High-end AAA stealth game aesthetic.
根据图1的场景,我要延伸制作内容,制作一个银行行长办公室的场景,Cinematic in-game environmental screenshot of a luxurious yet imposing Bank Manager's office, designed for a stealth heist game. The room features a massive dark mahogany desk with a glowing high-tech computer terminal. Behind the desk, large floor-to-ceiling windows with half-closed blinds overlook the main bank lobby below, casting dramatic striped shadows. To the side, a subtle wall safe is partially exposed behind a skewed classical painting. A high-level security keycard hangs casually from a coat rack. Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, rich natural wood grains, realistic leather textures, clear and transparent lighting without greasy reflections, absolutely no glossy or plastic shine. High-end AAA game aesthetic.
让这个角色戴一副黑框眼镜,并且制作成角色的全身三视图,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
A highly detailed cinematic screenshot of the five bank robbers from image_0.png, now all completely masked, standing in the same bank logistics corridor with path-tracing lighting. (1) The Tech female wears a full-face matte black tactical balaclava, obscuring all features but leaving the bone-conduction headset visible. (2) The Enforcer male, in his bomb suit, has a newly integrated, full-face ballistic shield covering his features, appearing as a sleek, seamless helmet face mask. (3) The Leader male, in his charcoal jacket, wears a full-face deep grey tactical balaclava, with only his cold eyes peering out. (4) The Logistics male, in his utility coveralls, wears a rugged, coarse-knit deep brown utility balaclava. (5) The Sniper female retains her full-face grey tactical mask. All gears, weapons, and accessories are identical to image_0.png, but every robber is fully masked. Crystalline atmosphere, ultra-sharp focus, AAA game texture quality, matte PBR materials. No HUD.
劫匪的穿着可以更加的自由随性一些,不必完全追寻真实,而是让他们看起来像是玩家自由穿扮的选择,但是都是带着面具/头套,这个可以是各式各样的,我想随机一些
劫匪的穿着可以更加的自由随性一些,不必完全追寻真实,而是让他们看起来像是玩家自由穿扮的选择,但是都是带着面具/头套,这个可以是各式各样的,我想全都是搞怪的穿搭风格,甚至可以是致敬经典角色的一些角色设计,比如尖声尖这种电影中的经典角色
劫匪变成5个外星人的长相,拿着的武器也是外星武器
劫匪的穿着可以更加的自由随性一些,不必完全追寻真实,而是让他们看起来像是玩家自由穿扮的选择,但是都是带着面具/头套,这个可以是各式各样的,我想全都是可爱的玩偶服穿扮
让这个变成一个男人在家里玩电脑的画面,这个是屏幕中的游戏内容,真人电影的质感,cinematic realism, live-action film look, low-light cinematography, practical lighting only, natural contrast with deep shadows, quiet, restrained tension, liminal atmosphere, uneasy stillness, shot on 35mm anamorphic lens, film still, cinematic exposure, natural film grain, optical lens softness, slight imperfections no CGI, no 3D render, no digital art, no concept art, no illustration, no stylized look
0-5s: {{Portrait 1}} 的五人驾驶,一辆快艇高速冲向 {{Portrait 2}} 银行的正门,镜头低角度跟拍,引擎轰鸣。 5-8s: 慢动作(Slow-mo)撞击瞬间。玻璃,建筑材料碎裂成千万片冲击进大堂,银行内的所有角色被这遭遇吓得惊慌失措的自然反应。碎片呈现真实的物理抛物线。 8-12s: 车子在银行内大理石地面滑行漂移停住,轮胎冒出白烟。 12-15s: 5名蒙面劫匪(正如之前定妆照所示)迅速踹开车门,端着武器从快艇上鱼贯而出跳下,并朝着天空开枪扫射。需要音效,不要音乐
0-5s: {{Portrait 2}} 的五人驾驶,一辆黑鹰直升飞机高速冲向 {{Portrait 1}} 银行的正门,镜头低角度跟拍,引擎轰鸣, 5-8s: 慢动作(Slow-mo)撞击瞬间。玻璃,建筑材料碎裂成千万片冲击进大堂,银行内的所有角色被这遭遇吓得惊慌失措的自然反应。碎片呈现真实的物理抛物线。 8-12s: 车子在银行内大理石地面滑行漂移停住,轮胎冒出白烟。 12-15s: 5名蒙面劫匪(正如之前定妆照所示)迅速踹开车门,端着武器从车内鱼贯而出,并朝着天空开枪扫射。需要音效,不要音乐,人群们都处于惊吓的状态
0-5s: {{Portrait 2}} 的五人驾驶一辆坦克高速冲向 {{Portrait 1}} 银行的正门,镜头低角度跟拍,引擎轰鸣 5-8s: 慢动作(Slow-mo)撞击瞬间。玻璃,建筑材料碎裂成千万片冲击进大堂,银行内的所有角色被这遭遇吓得惊慌失措的自然反应。碎片呈现真实的物理抛物线。 8-12s: 车子在银行内大理石地面滑行漂移停住,轮胎冒出白烟。 12-15s: 5名蒙面劫匪(正如之前定妆照所示)迅速踹开车门,端着武器从车内鱼贯而出,并朝着天空开枪扫射。需要音效,不要音乐,人群们都处于惊吓的状态
0-5s: {{Portrait 2}} 的五人驾驶一辆外星飞行器,冲向 {{Portrait 1}} 银行的正门,镜头低角度跟拍,引擎轰鸣 5-8s: 慢动作(Slow-mo)撞击瞬间。玻璃,建筑材料碎裂成千万片冲击进大堂,银行内的所有角色被这遭遇吓得惊慌失措的自然反应。碎片呈现真实的物理抛物线。 8-12s: 车子在银行内大理石地面滑行漂移停住,轮胎冒出白烟。 12-15s: 5名蒙面劫匪(正如之前定妆照所示)迅速踹开车门,端着武器从车内鱼贯而出,并朝着天空发出各种颜色的射线,扫射。需要音效,不要音乐,人群们都处于惊吓的状态
根据这个风格,我要制作一个程序员在公司上班,看着电脑屏幕的画面,电脑屏幕中是很多代码,这是一个全景视角,公司工位整洁,工位很多,却有一种密集,机械感
其他工位上要需要坐满人,制造压抑的氛围
{{Image 1}} 中的游戏UI替换成 {{Portrait 2}} 的界面,并且去除眼睛
0-5s: {{Portrait 2}} 的五人驾驶,一辆黑色哑光越野车(SUV)高速冲向 {{Portrait 1}} 银行的正门,镜头低角度跟拍,引擎轰鸣。 5-8s: 慢动作(Slow-mo)撞击瞬间。玻璃,建筑材料碎裂成千万片冲击进大堂,银行内的所有角色被这遭遇吓得惊慌失措的自然反应。碎片呈现真实的物理抛物线。 8-12s: 车子在银行内大理石地面滑行漂移停住,轮胎冒出白烟。 12-15s: 5名蒙面劫匪(正如之前定妆照所示)迅速踹开车门,端着武器从车内鱼贯而出,并朝着天空开枪扫射。需要音效,不要音乐
镜头逐渐推近 {{magic:1edcd280-a877-40b6-9feb-fe3f649693f5_1:0}} ,忙碌的办公室内的场景,镜头逐渐推近电脑屏幕,男人正在紧急修复一个的bug,电脑屏幕上出现一段真正的修复游戏的代码,主要是针对一个npc不受控自由开始有了意识自由走动,以及贴图错误的代码,然后特写电脑的屏幕上男人加入的一段修复代码,然后特写男人按下回车键,全程可以是使用蒙太奇的剪辑方式,主要突出各个重要体现画面内容的节点,需要音效,不要音乐
{{Portrait 1}} 玩家操控穿着狗熊服装的角色,全程以游戏角色的第一人称视角(POV),玩家双手和武器可见, {{Portrait 1}} 除了狗熊服外的其他四名角色为劫匪队友。 {{Portrait 2}} 第一人称驾驶员视角。玩家角色的双手正紧紧握住黑色哑光 SUV 的方向盘,视线穿过挡风玻璃,车头正以极高速度撞向银行的巨大玻璃正门 {{Portrait 3}} 。撞击瞬间,无数晶莹剔透的玻璃碎片向镜头飞溅,建筑材料碎裂成千万片冲击进大堂,银行内的所有角色被这遭遇吓得惊慌失措的自然反应。碎片呈现真实的物理抛物线劫匪(正如之前定妆照所示)迅速踹开车门,端着武器从车内鱼贯而出,并朝着天空开枪扫射。 {{Portrait 4}}保安 对着 迅速掏出手枪对着劫匪方向大喊:“FREEZE!”表情勇敢但绝望,玩家角色带着准星瞄准他, 需要音效,不要音乐带有真实的物理反射。仪表盘灯光在昏暗中闪烁。虚幻引擎 5.4 渲染,画面无油腻感,通透真实,60帧流畅动画。
{{Portrait 1}} 镜头逐渐推近 ,忙碌的办公室内的场景,镜头逐渐推近电脑屏幕,男人正在紧急修复一个的bug, {{Portrait 2}} 电脑屏幕上出现一段真正的修复游戏的代码,主要是针对一个npc不受控自由开始有了意识自由走动,以及贴图错误的代码,然后特写电脑的屏幕上男人加入的一段修复代码,然后特写男人按下回车键,全程可以是使用蒙太奇的剪辑方式,主要突出各个重要体现画面内容的节点,需要音效,不要音乐
我想要在这个内容中增加一段所有人都能快速理解的一段代码,是否要修复NPC,security 的错误,YES/NO,全部都用英文表示,并且我想让这段字单独变成一个对话框弹出在屏幕上,并且调整拍摄角度,为正机位拍摄电脑屏幕
保安形象参考 {{Portrait 1}} 15秒电影化过场动画。在银行大厅内,保安 {{Portrait 1}} 对着 {{Portrait 2}} 劫匪方向大喊:“FREEZE!”表情勇敢但绝望(特写)。突然几个劫匪对着保安一顿扫射,保安中弹倒在光亮的大理石地面上。紧接着,5名全蒙面劫匪冷酷地从老陈的身体上跨过去,向银行内部深处走去。虚幻引擎5.4渲染,真实光线追踪,水晶般透明的质感,无油腻感,3A游戏过场动画。
保安形象参考 {{Portrait 1}} 15秒电影化过场动画。在银行大厅内 {{Portrait 2}} ,保安举起手枪对着 劫匪方向大喊:“FREEZE!”表情勇敢但绝望(特写)。突然几个劫匪对着保安一顿扫射,保安中弹倒在光亮的大理石地面上。紧接着,5名全蒙面劫匪冷酷地从保安的身体上跨过去,向银行内部深处走去。虚幻引擎5.4渲染,真实光线追踪,水晶般透明的质感,无油腻感,3A游戏过场动画。
保安形象参考 {{Portrait 1}} 15秒电影化过场动画。在银行大厅内 {{Portrait 2}} ,保安 对着 劫匪方向大喊:“FREEZE!”表情勇敢但绝望(特写)。突然几个劫匪对着保安一顿扫射,保安中弹倒在光亮的大理石地面上。紧接着,5名全蒙面劫匪冷酷地从老陈的身体上跨过去,向银行内部深处走去。虚幻引擎5.4渲染,真实光线追踪,水晶般透明的质感,无油腻感,3A游戏过场动画。
保安形象参考 {{Portrait 1}} 15秒电影化过场动画。在银行大厅内 {{Portrait 2}} ,保安 对着 劫匪方向大喊:“FREEZE!”表情勇敢但绝望(特写)。突然几个劫匪对着保安发出各种颜色的射线,保安中瞬间被灭化,在光亮的大理石地面上。紧接着,5名全蒙面劫匪冷酷地从老陈的身体上跨过去,向银行内部深处走去。虚幻引擎5.4渲染,真实光线追踪,水晶般透明的质感,无油腻感,3A游戏过场动画。
我需要这段文字是像代码一样出现在画面中的电脑的屏幕上
手指抬起,考虑了一下,然后重重的敲向回车键,需要音效,不要音乐
让这个变成一个年轻男人在家里玩电脑的画面,让整个室内环境更像是一个电竞房的氛围这个是屏幕中的游戏内容,真人电影的质感,cinematic realism, live-action film look, low-light cinematography, practical lighting only, natural contrast with deep shadows, quiet, restrained tension, liminal atmosphere, uneasy stillness, shot on 35mm anamorphic lens, film still, cinematic exposure, natural film grain, optical lens softness, slight imperfections no CGI, no 3D render, no digital art, no concept art, no illustration, no stylized look
{{Image 1}} 按照目前的构图,制作成把手放在回车键上,腾空(即将按下的状态)桌面参考 {{Portrait 2}}
切换成男人的pov视角,玩电脑的视角
切换成玩家的pov视角
{{Portrait 1}} 的男人在玩游戏,镜头推近到电脑屏幕内 {{Portrait 2}} 屏幕内的画面是pov视角加足马力把车冲向前方的建筑 需要音效,不要音乐
让整个室内环境更像是一个电竞房的氛围,并且换成年轻人
镜头一镜到底正面跟拍保安 {{Portrait 2}} 走出 {{Portrait 3}} 的银行大门,张开双臂对着天空大喊:wooo!然后镜头持续拉远至整个城市是 {{Portrait 1}} , {{Portrait 1}} 为银行大门出来后整个银行的全景 Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.需要音效,不要音乐
根据这个图,给我生成城市街道中的其他场景,以及商店,比如甜甜圈店,咖啡店,十字路狗巨大的数码广告显示屏,路边停着的豪车,一共出4张图给我
让图2的角色添加进图1的场景里
去除所有角色
{{Image 1}} 的男人在玩游戏的pov视角,镜头慢慢的从 {{Image 1}} 推进入到电脑屏幕的游戏世界内。屏幕内的画面是pov视角开车,车冲向前方的建筑 需要音效,不要音乐
{{Portrait 1}} 的角色开心的开着车,喝着咖啡,在 {{Portrait 2}} 城市中兜风,需要音效,不要音乐。Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
{{Portrait 2}} 为空场景,突然所有角色像是游戏中的NPC进行关卡重置一样,一下又全部出现在 {{Portrait 1}} 画面中(这个突然出现需要有模糊频闪人物是刷新出来的那种视觉特效)并且所有角色都保持不动未被激活的状态,需要音效,不要音乐Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.镜头保持轨道慢推近的移动状态
生成图1银行门外部的门头环境,图1的整体全景是 {{Image 2}}
去除图中背影的警官,其他完全不变 {{magic:50897ed6-39ce-4544-8c5c-8c666c8de43b_2:0}}
镜头逐渐推近图1中的面朝镜头方向的保安,形象参考 {{Portrait 2}} 保安从原来僵硬完全不动的npc,突然苏醒的表演,他观察左右的人完全出于未激活的状态,一动不动,他震惊的看着自己的身体,再看看银行四周的环境(这个部分切成pov视角)再切回近景,他用力拍自己的脸,原地跳动,重新适应这个身体,然后转身向背后的门潇洒的走出去(而房间内的其他所有人依旧保持静止状态)Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic. 需要音效,不要音乐
{{Portrait 1}} 的角色走出 {{Portrait 2}} 的银行大门,然后切换成 {{Portrait 1}} 的pov视角,他走上街,边走边看,兴奋的左右看 {{Portrait 5}} 这个场景中的街道,来往的行人,车辆,他非常兴奋,这是他第一次走出这个银行大门,城市里的一切都让他觉得神奇,新鲜,他走过 {{Portrait 4}} 被橱窗中的甜甜圈吸引,他来到 {{Portrait 3}} 巨大的数码广告拍下,抬头向上看,看到咖啡店门口停着的超跑 {{Portrait 6}} ,他嘴里叼着甜甜圈超兴奋的上去开门,没想到门竟然打开了,他兴奋的坐了进去 全程采用蒙太奇剪辑的镜头衔接方式,全程采用跟拍,需要呈现出每一个场景下摇表现的内容,镜头过渡自然流畅,主要突出 {{Portrait 1}} 作为主角,第一次走出银行看到这个世界的兴奋体验,需要音效,不要音乐
服装换成海边度假风
服装换成海边休闲穿着
修改人物画面左侧胸口上的英文,上面写着:Sikang
去除图中柱子左侧的保安,其他完全不变,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
镜头逐渐推近图1中的面朝镜头方向的保安,形象参考 {{Portrait 2}} 保安从原来僵硬完全不动的npc,突然像是做噩梦醒来的惊醒的表演,他观察左右的人完全出于未激活的状态,一动不动,他震惊的看着自己的身体,再看看银行四周的环境(这个部分切成pov视角)再切回近景,他用力抽自己耳光,原地跳动,左右转,不敢相信这是真的的表演,然后转身向背后的门潇洒的走出去(而房间内的其他所有人依旧保持静止状态)Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic. 需要音效,不要音乐
{{Portrait 1}} 柱子边的角色替换成 {{Portrait 2}} 的人物,并且左侧的胸口上的名字标签写着是:Sikang
柱子边的角色替换成 的人物,并且左侧的胸口上的名字标签写着是:Sikang
去除角色衣服上看起来的脏点跟黑的部分,现在衣服看起来很脏,我需要看起来很干净的
切换成腰部的特写,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
生成一个俯拍视角,图1的男人开着 {{Portrait 2}} 的车,在等红绿灯,不需要出现图2的咖啡店,只是根据图2的风格来生成其他的场景,注意等红绿灯的时候车摇在停车线内
{{Portrait 3}} 的角色,一边开车兜风一边啃甜甜圈 {{Portrait 4}} ,开过街道,等红绿灯,超热情超大声的跟边上的路人打招呼,但是边上的路人们都有自己的主线任务一样,他们都管自己走,完全不理会他 车子参考 {{Portrait 2}} 全程采用蒙太奇剪辑的镜头衔接方式,主要突出主角,他是这个世界中唯一觉醒的npc,其他人完全按照自己的设定行动,第一次走出银行看到这个世界的兴奋体验,需要音效,不要音乐
根据这个风格,我想要制作一个城市的海滩边的场景,就像是巴塞罗那的海滩边,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
角色形象参考 {{Portrait 2}} ,胸牌上的标签写着:Sikang {{Portrait 1}} 所有角色像是游戏中的NPC一样,完全不动, 保安一下又全部出现在 的画面中(这个人突然出现需要有模糊频闪人物是刷新出来的那种视觉特效,而且也不需要移动人物)然后所有角色都保持不动未被激活的状态,镜头保持图1的视角轨道慢推近 的人物,直到大特写(能看到角色的身上名字标签写着:Sikang,再次申明,场景中的所有人都不需要动,只有地上光影的轻微移动表示时间的流逝,需要音效,不要音乐Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic,一镜到底拍摄
根据这个场景,我要切换拍摄角度,pov视角站在海滩边看着远处的感觉
的角色带上 角色同款墨镜
轨道是慢慢推近男人的腰部,而男人是迅速做出掏枪袋拔枪的动作,(掏枪动作2秒完成)然后并且双手举起枪朝前(镜头持续推近,男人举起枪的动作让他自然出画,不需要拍到,主要就是轨道慢推近,在整个过程中把所有动作执行完 全程需要音效,不要音乐,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
修改人物没有画面左侧胸口上的英文,上面写着:Sikang
{{Portrait 1}} 所有角色像是游戏中的NPC一样,完全不动, {{Portrait 2}} 保安一下又全部出现在 {{Portrait 3}} 的画面中(这个人突然出现需要有模糊频闪人物是刷新出来的那种视觉特效,而且也不需要移动人物)然后所有角色都保持不动未被激活的状态,镜头保持图1的视角轨道慢推近 {{Portrait 3}} 的人物,直到大特写,再次申明,场景中的所有人都不需要动,只有地上光影的轻微移动表示时间的流逝,需要音效,不要音乐Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic,一镜到底拍摄
修改右边的建筑,不要是这种咖啡店,以及车子的右边增加一个超级美女,增加画面中的人行道,以及过马路的行人
去除画面左侧所有的咖啡店以及大楼,更改成其他更符合海边商店的场景,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
镜头切换成摇臂俯拍的全景视角,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
我要生成一个站在摩天轮下往上看摩天轮的视角
保安形象参考 {{Portrait 2}} {{Portrait 1}} 保安转身向身后的饮料店cold drink走去,并拿走一个椰子喝了起来 镜头跟拍保安,需要音效,不要音乐 Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
{{Image 1}} 去除图中的车里的角色,并且关好车门,让 {{Portrait 2}} 的角色站在车门边,面朝镜头方向
在海边增加一个巨大的游乐场,有摩天轮,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
修改图中这对情侣,去除掉并在这个位置增加一个向镜头方向走来的美女。Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
{{Portrait 2}} 的角色站在 {{Portrait 1}} 下面往上看,然后向前走坐上摩天轮, 拍摄 {{Portrait 2}} 角色正面坐在摩天轮里,四处转头看的画面 全程采用蒙太奇剪辑的镜头衔接方式,主要突出主角,其他人完全按照自己的设定行动,需要音效,不要音乐 摩天轮向外看的其他场景为 {{Portrait 3}}
{{Portrait 1}}0-5秒,摇臂镜头向下摇,拍摄男人开车来到沙滩边,然后下车一个人朝着摩天轮的方向走去,坐摩天轮,切换成男人pov视角坐摩天轮, 5-15从城市的场景再看到海边的场景,看到海平面的远方的时候,看到天空中有一些裂缝,就像是游戏中的穿模bug,并且给这个bug焦距推近一下。体现出这是在一个游戏世界中 全程采用蒙太奇剪辑的镜头衔接方式,主要突出主角,他是这个世界中唯一觉醒的npc,其他人完全按照自己的设定行动,需要音效,不要音乐
{{Portrait 1}} 的角色开车 {{Portrait 2}} 的跑车在等红绿灯,然后看到 {{Portrait 3}} 的美女正在朝前走, {{Portrait 1}} 隔着车窗超级热情的跟 {{Portrait 3}} 中的美女打招呼,但是对方完全没有反应。但是边上的路人们都有自己的主线任务一样,他们都管自己走,完全不理会他, {{Portrait 1}} 有点失落,继续一脚油门车子开远,摇臂上摇(因为只有 {{Portrait 1}} 是这个游戏世界中有意识的人,其他人都是npc)需要音效,不要音乐
去除画面左侧的跑车,其他不变,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
保安站在摩天轮 下面往上看,然后向前走坐上摩天轮,需要音效,不要音乐
完全去除天空中的黑色点跟方块
看到海平面的远方的时候,看到天空中有一些裂缝,就像是游戏中的穿模bug,并且给这个bug焦距推近一下。体现出这是在一个游戏世界中 全程采用蒙太奇剪辑的镜头衔接方式需要音效,不要音乐
天空持续出现崩坏效果,就像是游戏中的bug一样,图1的天空是图2场景里的天空,结合这两张图让这个崩坏效果再扩散延伸一些,镜头是跟随这个崩坏从天空到海面,最后停止,镜头也跟着停止,带着轻微晃动,这是小部分的崩坏,而不是整个世界的崩坏,全程需要音效,不要音乐
切换到过肩视角拍摄大海,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
保持相同的场景,去除人物跟车子,我要拍摄一个在沙滩边低机位,砍向海平面的一个画面
保安形象参考 {{Portrait 1}} 保安下车后看着远方的大海,并且给这远处的沙滩海面焦距推近,一镜到底拍摄,全程背对镜头即可,需要音效,不要音乐
这是一个在摩天轮内的视角,摩天轮在下降,然后pov视角,看到远处天空中的黑点bug全部被修正,消失,需要音效,不要音乐
让拍摄机位在海滩上,拍摄大海跟天空,大海跟天空的占比几乎占据画面的3/4
让天空出出现的黑色bug跟裂痕再多一些
Move the camera position to the seaside and shoot the sea and the sky from a low angle.
{{Image 1}} 的角色带上 {{Image 2}} 角色同款墨镜
{{Image 1}} 是一个游戏世界,在天空中增加很多 {{Portrait 2}} 的这种黑点碎裂,就像是游戏中的bug导致的花屏/掉帧/穿模/贴图错误的效果,看起来是要在远方的天空中增加这个效果,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
是一个游戏世界,在天空中增加很多 的这种黑点碎裂,就像是游戏中的bug导致的花屏/掉帧/穿模/贴图错误的效果,看起来是要在远方的天空中增加这个效果,Unreal Engine 5.4 render, real-time path tracing, hardware ray tracing, diffuse global illumination, crystal clear atmosphere, ultra-crisp sharp focus. Physically based rendering, matte materials, natural rough textures, realistic skin with pores, clear and transparent lighting without greasy reflections, high-end AAA game aesthetic.
切换成站在海滩边低角度的视角拍摄海浪朝着相机冲来的画面
{{Portrait 1}} 画面中的这种黑点碎裂,就像是游戏中的bug导致的花屏/掉帧/穿模/贴图错误的效果,全部被修正,逐一消失的画面,直到 彻底干净,全程保持固定机位拍摄,不需要改变拍摄角度,需要音效,不要音乐
天空中的的这种黑点碎裂,就像是游戏中的bug导致的花屏/掉帧/穿模/贴图错误的效果,全部被修正,逐一消失的画面,直到 {{Image 2}} 彻底干净,全程保持固定机位拍摄,不需要改变拍摄角度,需要音效,不要音乐
让所有的黑屏碎裂的碎裂效果,都做在远处的天空中
{{Portrait 1}} 画面中的这种黑点碎裂,就像是游戏中的bug导致的花屏/掉帧/穿模/贴图错误的效果,全部被修正,逐一消失的画面,直到 彻底干净,全程保持固定机位拍摄,不需要改变拍摄角度,需要音效,不要音乐,这些黑点是去在天空中!不是在屏幕上,视觉上看起来一定是在远方的天空中慢慢被修正,消失
画面的远处天空中出现大量的黑点碎裂,就像是游戏中的bug导致的花屏/掉帧/穿模/贴图错误的效果,持续了5秒,然后又全部被修正,逐一消失的画面,直到 彻底干净,全程保持固定机位拍摄,不需要改变拍摄角度,需要音效,不要音乐,这些黑点是去在天空中!不是在屏幕上,视觉上看起来一定是在远方的天空中慢慢被修正,消失