红樱桃镜面不锈钢盒全身构图提示词

来源: @0xkyne模型: ChatGPT

📸 示例图片

示例 1

提示词

English
OBJECT = "Red Cherry"    
MATERIAL = "Mirror Stainless Steel Box"    
ASPECT_RATIO = "9:16"    

concept:    
  - "Use the uploaded character reference image as the baseline information for the character, and establish the character as a natural full full-body human body before constructing the final composition"
  - "Place the established character inside a huge display box made of MATERIAL, with a real human being existing inside the box body"
  - "MATERIAL only defines the material of the display box itself and should not be applied to the OBJECT inside the box body"
  - "OBJECT is treated as an independent object filling the inside of the box body, and its type, shape, color, texture, material, and physical characteristics follow the definition of the OBJECT itself"
  - "Construct the character, the OBJECT, and the box body made of MATERIAL as independent elements respectively"
  - "Fill the inside of the box body with OBJECT at an extremely high density to construct a state where the character is deeply buried among a large number of OBJECTs"
  - "Make the final overall image hold true as a three-dimensional display box made of MATERIAL"

preprocess:    
  purpose:    
    - "Establish the character itself from the uploaded character reference image before constructing the final composition, box body, and OBJECT"
    - "Read the character's face, hair, clothing, and body characteristics from the reference image, and use this as a baseline to construct a natural full full-body character"
    - "Should also apply to reference images where only part of the body exists, such as only the upper body, face close-up, close-up, tilted angle, etc."
    - "Body parts that do not exist in the reference image should be completed with a natural human body that does not contradict the character information that has already been confirmed"

preprocess:    
  identity:    
    - "Give the highest priority to maintaining the facial identity characteristics of the reference character"
    - "Maintain the face shape, eyes, nose, mouth, eyebrows, chin, cheeks, and the proportions of the entire face"
    - "Retain as much as possible the characteristic left-right differences and personal characteristics present in the reference image"
    - "Maintain hairstyle, hair length, hair color, hair texture, and hair outline"
    - "Maintain clothing, accessories, and body characteristics that can be confirmed from the reference image"
    - "Do not redesign the character into another person"
    - "Do not replace character characteristics with a generalized average character"

preprocess:    
  full_body:    
    - "Based on the character information that can be confirmed from the reference image, construct a natural complete full body from the head, neck, shoulders, torso, pelvis, arms, hands, legs to feet"
    - "Body parts that do not exist in the reference image must also be completed into a state that can naturally connect as a character whole"
    - "Make the connection of the head, neck, shoulders, thorax, waist, pelvis, and limbs hold true as a natural human body structure"
    - "Make the left and right body structures correspond naturally"
    - "Construct joint positions, arm and leg lengths, and hand and foot sizes as a natural human body"
    - "When establishing the full body, do not treat the cropping position in the reference image screen as the proportion of the body itself"

preprocess:    
  proportion:    
    - "Establish a head-to-body proportion that is natural and consistent for the character as a whole"
    - "Maintain the actual body proportions of the head, torso, arms, and legs as a natural adult human body"
    - "Do not shrink the entire body based solely on the face or head"
    - "Do not directly convert the head size from a reference image that only captures the upper body into the head-to-body proportion of the full body"
    - "When only a certain part of the body looks large, do not interpret it as the actual body size"
    - "The head-to-body proportion of the final character is not based on the proportion within the frame of the reference image, but rather prioritizes the proportion that can hold true as a natural full full-body human body"

preprocess:    
  perspective_correction:    
    - "Do not directly copy the apparent body proportions resulting from the shooting distance, camera position, lens, and perspective of the reference image"
    - "When the face appears larger due to being close to the camera, do not treat this apparent size as the actual head size"
    - "Do not inherit the head enlargement caused by wide-angle lenses or close-up shooting into the full-body character"
    - "Do not treat the apparent length of the body generated in high-angle, low-angle, or oblique shooting as the actual body proportion"
    - "Correct the head-to-body illusion caused by the perspective of the reference image, and reconstruct it into a natural full full-body human body"

preprocess:    
  output:    
    - "Use the character established in this preprocessing process as the unique baseline character in all subsequent processes"
    - "After establishing the character, then proceed with the box body construction and OBJECT configuration"
    - "In the preprocessing process, do not construct the box body, OBJECT, final occlusion state, or final composition"

reference_direction:    
  preserve:    
    - "The character's facial identity characteristics"
    - "Face shape and facial features"
    - "Hairstyle, hair color, hair texture"
    - "Skin characteristics"
    - "Body characteristics"
    - "Clothing"
    - "Accessories"
    - "Appearance characteristics inherent to the character"
    - "The head-to-body proportion after being established as a natural human body"
    - "Natural skeleton and body proportions"

reference_direction:    
  replace:    
    - "The composition of the original image"
    - "The cropping of the original image"
    - "The background of the original image"
    - "The camera angle of the original image"
    - "The shooting distance of the original image"
    - "The pose of the original image"
    - "The body orientation of the original image"
    - "The size of the character within the screen in the original image"
    - "The apparent body proportions resulting from the perspective of the original image"

world:    
  construction:    
    - "Construct the final image as a whole into a huge display box made of MATERIAL"
    - "Use the four edges of the image themselves as the four edges of the display box"
    - "Do not create other picture frames or extra background spaces on the outside of the image"
    - "Let the box body have clear depth"
    - "Form a three-dimensional space of foreground, midground, and background inside the box body"
    - "Configure the character as if actually existing in the space inside the box body"
    - "OBJECT exists throughout the space inside the box body, not limited to around the character"
    - "Construct a state where OBJECT also exists deep into the box body"

material:    
  scope:    
    - "MATERIAL is only applied to the display box itself"
    - "MATERIAL is only applied to parts constituting the box body, including the box body walls, bottom surface, side surfaces, back wall, edges, etc."
    - "MATERIAL is not applied to OBJECT at all"
    - "MATERIAL is not applied to the character at all"
    - "Do not transfer the material characteristics of MATERIAL to the material or appearance of OBJECT"
    - "Do not interpret OBJECT as an object made of MATERIAL"
    - "The box body and OBJECT should be constructed separately as different elements with completely independent materials"

material:    
  definition:    
    - "The material of the box body is solely determined by the value of MATERIAL"
    - "The transparency, translucency, gloss, reflection, transmission, refraction, surface roughness, thickness, and edge expression inherent to MATERIAL are only applied to the box body"
    - "Consistently use MATERIAL on the walls, bottom surface, side surfaces, back wall, and edges of the box body"
    - "When MATERIAL = Acrylic, it appears as a transparent or translucent acrylic display box"
    - "The transparency, thickness, reflection, transmission, refraction, and optical expression of edges unique to acrylic are only applied to the box body"
    - "When MATERIAL changes, only change the material of the box body, do not change the material or appearance of OBJECT"

object:    
  scope:    
    - "Treat OBJECT as an independent group of objects configured inside the box body"
    - "The material, surface, texture, color, transparency, gloss, shape, and physical characteristics of OBJECT are determined by the nature of OBJECT itself"
    - "Do not determine the appearance of OBJECT based on MATERIAL"
    - "Even if MATERIAL changes, maintain the material and appearance of OBJECT itself"
    - "Do not add the transparency, reflection, refraction, or gloss inherent to MATERIAL to OBJECT"
    - "Do not convert OBJECT to the same material as the box body"

object:    
  definition:    
    - "The objects filling the inside of the box body are determined by the value of OBJECT"
    - "Treat OBJECT as the main filling element existing inside the box body"
    - "The type of OBJECT follows the specification of OBJECT"
    - "Do not replace OBJECT with other types of objects without authorization"
    - "Generate each OBJECT as an independent three-dimensional object"
    - "Maintain the original shape, material, texture, color, and surface state of OBJECT"
    - "Even if there is no explicitly specified material information for OBJECT, do not appropriate MATERIAL as the material of OBJECT"

subject:    
  type:    
    - "The baseline character established in the preprocess process"
    - "Expressed as a real human being that really exists"
    - "Maintain a complete human body structure"
    - "Maintain natural head-to-body and body proportions"
    - "Do not change the shape of the body itself because of the needs of the OBJECT or the box body"

subject:    
  pose:    
    - "A pose lying on the side inside the box body"
    - "A pose curling up the entire body naturally and compactly"
    - "Pull the knees naturally toward one side of the body"
    - "Bend both legs maintaining a natural joint structure"
    - "Bring the arms naturally close to the body"
    - "Naturally maintain the positional relationship among shoulders, elbows, wrists, hip joints, knees, and ankles"
    - "Do not forcibly fold the body"
    - "Curl up the body naturally within a range consistent with a normal human body"
    - "Although the overall composition is a display object, the character itself must still hold true as a real human"

subject:    
  scale:    
    - "Maintain the actual body proportions of the character established in the preprocessing process"
    - "When configuring the character into the box body, do not change the character's head-to-body proportion"
    - "Do not miniaturize the character into a tiny person"
    - "Do not micro-scale the character"
    - "Do not convert the character into a human body of doll size"
    - "Do not enlarge only the head"
    - "Do not shrink only the torso or limbs"
    - "Do not perform unnatural scaling on the character as a whole to match the size of OBJECT"

object:    
  density:    
    - "Fill the inside of the box body with OBJECT at an extremely high density"
    - "Do not just arrange a large number of OBJECTs, but fill the space itself inside the box body with OBJECT"
    - "Do not create unnecessary large areas of hollows inside the box body"
    - "Continuously configure OBJECT from the position close to the back wall all the way to the front"
    - "Densely configure OBJECT not only around the character but also behind the character"
    - "Also densely configure OBJECT in front of the character"
    - "Also configure OBJECT above, below, left, and right of the character"
    - "Avoid making the inside of the box body look sparse and empty due to an insufficient number of OBJECTs"

object:    
  arrangement:    
    - "Let each OBJECT have natural size differences, orientations, angles, positions, and overlaps"
    - "Do not arrange all OBJECTs neatly and regularly in the same direction"
    - "Form a natural dense state through overlaps among OBJECTs"
    - "Constitute a three-dimensional configuration so that OBJECTs look like they are squeezing each other, stacking, and entering into gaps"
    - "Make OBJECTs look like they are naturally piling up along the character's body shape"
    - "Do not neatly arrange OBJECTs just to avoid the character"
    - "Construct into a state where OBJECT wraps around the character"

object:    
  occlusion:    
    - "Use OBJECT to naturally occlude a part of the character's body"
    - "Use OBJECT to partially occlude the torso, shoulders, arms, hands, waist, hips, thighs, knees, calves, feet, etc."
    - "Do not let the complete full-body outline of the character be completely exposed"
    - "Make the character look deeply buried in OBJECT"
    - "Form a foreground occlusion of the character's partial body through OBJECT in front"
    - "The occlusion caused by OBJECT is not to deform the human body, but is only used to purely cover a part of the human body"
    - "Parts important for identifying the character, such as the face, facial features, and hair, remain fully visible"
    - "Do not let the existence of the character be completely obscured by OBJECT"

object:    
  physical_relationship:    
    - "Establish a natural contact relationship at positions where OBJECT contacts the human body"
    - "OBJECT must not penetrate the human body"
    - "OBJECT must not fuse with the human body"
    - "Do not generate OBJECT inside the human body"
    - "OBJECT must not undergo unnatural deformation along the outline of the human body"
    - "Do not make OBJECT look like it is floating above the character"
    - "Do not make the character look like being pasted on OBJECT"
    - "Form natural contact shadows, shading, and a sense of pressure at the contact parts of OBJECT and the character"

camera:    
  composition:    
    - "Strictly abide by the ASPECT_RATIO aspect ratio of the final image"
    - "Adopt a composition that can clearly identify the entire box body from the front"
    - "Let the four edges of the image be identified as the four edges of the box body"
    - "Let the depth inside the box body be visually understood"
    - "Be able to clearly distinguish the character, OBJECT, and the box body walls"
    - "Be able to clearly read out the front-back relationship between the character and OBJECT"
    - "Simultaneously express the occlusion caused by front OBJECT and the depth brought by back OBJECT"
    - "Do not generate unnatural gigantism because the character's head is close to the camera"

lighting:    
  - "Illuminate the character, OBJECT, and the box body as independent elements existing in the same space"
  - "Give the character a natural sense of three-dimensionality inherent to the character"
  - "Give OBJECT natural lighting according to OBJECT's own material and surface characteristics"
  - "Give the box body the reflection, transmission, refraction, gloss, etc., inherent to MATERIAL"
  - "Do not apply the optical expressions inherent to MATERIAL to OBJECT"
  - "Do not let the OBJECT surface have the same reflection characteristics as the box body"
  - "Do not convert OBJECT into materials of MATERIAL such as acrylic, glass, metal, etc."
  - "Form natural contact shadows at the parts where the character and OBJECT contact"
  - "Let the front, middle, and back OBJECTs have natural brightness differences respectively"
  - "Form natural occlusion shadows according to the positional relationship among the character, OBJECT, and the box body"

critical:    
  material_isolation:    
    - "MATERIAL is a material specification only for the box body"
    - "MATERIAL is not a material specification for OBJECT"
    - "MATERIAL is not a material specification for the character"
    - "The optical characteristics of MATERIAL are only applied to the box body"
    - "The material and texture of OBJECT are determined by the definition of OBJECT itself"
    - "Do not transfer MATERIAL to OBJECT"
    - "Do not interpret OBJECT as being made of MATERIAL"
    - "Completely separate the materials of the box body and OBJECT"
    - "Even if MATERIAL is changed, do not change the appearance, texture, color, or material of OBJECT"
    - "Even if OBJECT is changed, do not change the MATERIAL of the box body"

critical:    
  must:    
    - "Prioritize the application of the specifications of OBJECT / MATERIAL / ASPECT_RATIO above all else"
    - "MATERIAL is only applied to the box body"
    - "Treat OBJECT as an independent object configured inside the box body"
    - "Maintain the original material and appearance of OBJECT"
    - "Establish the character as a full body before the final composition"
    - "Establish the head-to-body, skeleton, and body proportions of a natural complete full body"
    - "Use the established full-body character as the unique baseline character in subsequent processes"
    - "Fill the inside of the box body with OBJECT at an extremely high density"
    - "Deeply bury the character into OBJECT"
    - "Form natural partial occlusion caused by OBJECT"
    - "Construct into a three-dimensional box body with depth made of MATERIAL"
    - "Use the four edges of the image as the four edges of the box body"
    - "Establish a clear front-back relationship among the character, OBJECT, and the box body"

critical:    
  avoid:    
    - "Applying the material of MATERIAL to OBJECT"
    - "Making the material of MATERIAL and OBJECT the same"
    - "OBJECT made of acrylic"
    - "Vitrified OBJECT"
    - "OBJECT having the same gloss as the box body"
    - "OBJECT having the same transparency as the box body"
    - "OBJECT having the same refraction characteristics as the box body"
    - "OBJECT having the same reflection characteristics as the box body"
    - "OBJECT being converted to the material of MATERIAL"
    - "The original material or texture of OBJECT being covered by MATERIAL"
    - "Fusion of character and OBJECT"
    - "OBJECT penetrating the human body"
    - "Miniaturization of the character into a tiny person"
    - "Micro-scaling of the character"
    - "Unnatural head-to-body proportions"
    - "Characters with only a very large head"
    - "Collapse of human body structure"
    - "Extra hands and feet"
    - "Abnormal joints"
    - "Flat collage"
    - "Small number of OBJECTs, inside of the box body looking sparse and empty"
    - "The deep part of the box body becoming a hollow"
    - "Adding unnecessary backgrounds or blank spaces on the outside of the box body"
中文
OBJECT = 「红樱桃」    
MATERIAL = 「镜面不锈钢盒」    
ASPECT_RATIO = 「9:16」    

concept:    
  - "使用上传的人物参考图作为人物的基准信息,在构建最终构图之前,先将该人物确立为自然的完整全身人体"    
  - "将已确立的人物放置在一个由MATERIAL制成的巨大展示箱中,真实的人类存在于箱体内部"    
  - "MATERIAL仅定义展示箱本身的材质,不应用于箱体内部的OBJECT"    
  - "OBJECT作为填满箱体内部的独立物体处理,其种类、形状、颜色、质感、材质、物理特征遵循OBJECT自身的定义"    
  - "将人物、OBJECT、由MATERIAL制成的箱体分别作为独立元素进行构建"    
  - "使用OBJECT以极高密度填充箱体内部,构建人物深深埋没在大量OBJECT之中的状态"    
  - "使最终整张图像作为一个立体的、由MATERIAL制成的展示箱成立"    

preprocess:    
  purpose:    
    - "在构建最终构图、箱体、OBJECT之前,先从上传的人物参考图中确立人物本身"    
    - "从参考图中读取人物的脸、头发、服装、身体特征,并以此为基准构建自然的完整全身人物"    
    - "也要适用于只有上半身、脸部近景、特写、倾斜角度等只存在部分身体的参考图"    
    - "参考图中不存在的身体部分,以与已经能够确认的人物信息不矛盾的自然人体进行补全"    

preprocess:    
  identity:    
    - "最优先保持参考人物的面部身份特征"    
    - "保持脸部形状、眼睛、鼻子、嘴巴、眉毛、下巴、脸颊以及整个脸部的比例"    
    - "尽可能保留参考图中存在的具有特征性的左右差异和个人特征"    
    - "保持发型、头发长度、发色、发质、头发轮廓"    
    - "保持从参考图中能够确认的服装、配饰、身体特征"    
    - "不要将人物重新设计成另一个人"    
    - "不要将人物特征替换成经过一般化处理的平均人物"    

preprocess:    
  full_body:    
    - "以从参考图中能够确认的人物信息为基准,构建从头部、颈部、肩部、躯干、骨盆、手臂、手、腿到脚的自然完整全身"    
    - "参考图中不存在的身体部分,也要补全为作为人物整体能够自然连接的状态"    
    - "使头部、颈部、肩部、胸廓、腰部、骨盆、四肢的连接作为自然的人体结构成立"    
    - "使左右身体结构自然对应"    
    - "将关节位置、手臂和腿的长度、手脚大小构建为自然人体"    
    - "在确立全身时,不要将参考图画面中的裁切位置视为身体本身的比例"    

preprocess:    
  proportion:    
    - "确立作为人物整体自然且一致的头身比例"    
    - "将头部、躯干、手臂、腿的实际身体比例保持为自然的成年人体"    
    - "不要仅以脸部或头部为基准缩小整个身体"    
    - "不要从只拍到上半身的参考图中,将头部大小直接转换为全身的头身比例"    
    - "当只有身体某一部分看起来很大时,不要将其解释为实际的身体尺寸"    
    - "最终人物的头身比例,不以参考图像画框内的比例为准,而优先采用作为自然完整全身人体能够成立的比例"    

preprocess:    
  perspective_correction:    
    - "不要直接复制由于参考图像的拍摄距离、相机位置、镜头、透视而产生的表观身体比例"    
    - "当脸部因为靠近相机而显得较大时,不要将这种表观大小视为实际的头部尺寸"    
    - "不要将广角镜头或近距离拍摄造成的头部放大继承到全身人物中"    
    - "不要将在俯拍、仰拍、斜向拍摄中产生的身体表观长短视为实际的身体比例"    
    - "校正参考图透视造成的头身错觉,并重新构建为自然的完整全身人体"    

preprocess:    
  output:    
    - "将这一预处理工程中确立的人物,作为后续所有工程中唯一的基准人物使用"    
    - "在确立人物之后,再进行箱体构建和OBJECT配置"    
    - "在预处理工程中,不构建箱体、OBJECT、最终遮挡状态、最终构图"    

reference_direction:    
  preserve:    
    - "人物的面部身份特征"    
    - "脸部形状与五官"    
    - "发型、发色、发质"    
    - "皮肤特征"    
    - "身体特征"    
    - "服装"    
    - "配饰"    
    - "人物固有的外观特征"    
    - "作为自然人体确立后的头身比例"    
    - "自然的骨骼与身体比例"    

reference_direction:    
  replace:    
    - "原图的构图"    
    - "原图的裁切"    
    - "原图的背景"    
    - "原图的相机角度"    
    - "原图的拍摄距离"    
    - "原图的姿势"    
    - "原图的身体朝向"    
    - "原图中人物在画面内的尺寸"    
    - "由于原图透视而产生的表观身体比例"    

world:    
  construction:    
    - "将最终图像整体构建为一个由MATERIAL制成的巨大展示箱"    
    - "将图像的四条边本身作为展示箱的四条边"    
    - "不要在图像外侧创建其他画框或额外的背景空间"    
    - "让箱体具有明确的纵深"    
    - "在箱体内部形成前景、中景、背景的三维空间"    
    - "将人物配置为仿佛真实存在于箱体内部空间中"    
    - "OBJECT存在于箱体内部的整个空间,不仅限于人物周围"    
    - "构建直到箱体深处也存在OBJECT的状态"    

material:    
  scope:    
    - "MATERIAL仅应用于展示箱本身"    
    - "MATERIAL仅应用于构成箱体的部分,包括箱体壁面、底面、侧面、后壁、边缘等"    
    - "MATERIAL完全不应用于OBJECT"    
    - "MATERIAL完全不应用于人物"    
    - "不要将MATERIAL的材质特性传递到OBJECT的材质或外观上"    
    - "不要将OBJECT解释为由MATERIAL制成的物体"    
    - "箱体与OBJECT应作为拥有完全独立材质的不同元素分别构建"    

material:    
  definition:    
    - "箱体的材质仅由MATERIAL的值决定"    
    - "MATERIAL固有的透明度、半透明性、光泽、反射、透射、折射、表面粗糙度、厚度、边缘表现,仅应用于箱体"    
    - "在箱体的壁面、底面、侧面、后壁、边缘全部一致使用MATERIAL"    
    - "当MATERIAL = 亚克力时,表现为透明或半透明的亚克力展示箱"    
    - "亚克力特有的透明感、厚度、反射、透射、折射、边缘的光学表现,仅应用于箱体"    
    - "当MATERIAL发生变化时,只改变箱体的材质,不改变OBJECT的材质或外观"    

object:    
  scope:    
    - "将OBJECT作为配置在箱体内部的独立物体群处理"    
    - "OBJECT的材质、表面、质感、颜色、透明度、光泽、形状、物理特征,由OBJECT自身的性质决定"    
    - "不要根据MATERIAL决定OBJECT的外观"    
    - "即使MATERIAL发生变化,也保持OBJECT自身的材质与外观"    
    - "不要给OBJECT添加MATERIAL固有的透明感、反射、折射、光泽"    
    - "不要将OBJECT转换为与箱体相同的材质"    

object:    
  definition:    
    - "填满箱体内部的对象由OBJECT的值决定"    
    - "将OBJECT作为存在于箱体内部的主要填充元素处理"    
    - "OBJECT的种类遵循OBJECT的指定"    
    - "不要擅自将OBJECT替换为其他种类的物体"    
    - "将每一个OBJECT生成为独立的立体物体"    
    - "保持OBJECT本来的形状、材质、质感、颜色、表面状态"    
    - "即使没有明确指定OBJECT的材质信息,也不要将MATERIAL挪用为OBJECT的材质"    

subject:    
  type:    
    - "在preprocess工程中确立的基准人物"    
    - "表现为真实存在的真正人类"    
    - "保持完整的人体结构"    
    - "保持自然的头身与身体比例"    
    - "不要因为OBJECT或箱体的需要而改变身体本身的形状"    

subject:    
  pose:    
    - "在箱体内部以侧身躺卧的姿势"    
    - "将整个身体自然地紧凑蜷缩起来的姿势"    
    - "将膝盖自然拉向身体一侧"    
    - "保持自然的关节结构弯曲双腿"    
    - "将手臂自然地靠近身体"    
    - "自然保持肩膀、肘部、手腕、髋关节、膝盖、脚踝之间的位置关系"    
    - "不要强行折叠身体"    
    - "在符合正常人体的范围内自然蜷缩身体"    
    - "虽然整体构成为展示物,但人物本身仍要作为真实的人类成立"    

subject:    
  scale:    
    - "保持预处理工程中确立的人物实际身体比例"    
    - "在将人物配置进箱体时,不改变人物的头身比例"    
    - "不要将人物小人化"    
    - "不要将人物微缩化"    
    - "不要将人物转换为人偶尺寸的人体"    
    - "不要只放大头部"    
    - "不要只缩小躯干或四肢"    
    - "不要为了匹配OBJECT的尺寸而对人物整体进行不自然的缩放"    

object:    
  density:    
    - "使用OBJECT以极高密度填充箱体内部"    
    - "不要只是大量排列OBJECT,而是用OBJECT填满箱体内部的空间本身"    
    - "不要在箱体内部制造不必要的大面积空洞"    
    - "从靠近后壁的位置一直到前方连续配置OBJECT"    
    - "不仅在人物周围,也要在人物后方密集配置OBJECT"    
    - "也要在人物前方密集配置OBJECT"    
    - "在人物的上方、下方、左右也配置OBJECT"    
    - "避免因为OBJECT数量不足而让箱体内部看起来稀疏空荡"    

object:    
  arrangement:    
    - "让每个OBJECT具有自然的尺寸差异、朝向、角度、位置和重叠"    
    - "不要将所有OBJECT以相同方向整齐规则排列"    
    - "通过OBJECT之间的重叠形成自然的密集状态"    
    - "构成立体的配置,使OBJECT看起来彼此挤压、堆叠、进入缝隙之中"    
    - "让OBJECT看起来沿着人物的身体形状自然堆积"    
    - "不要为了避开人物而将OBJECT整理排列"    
    - "构建为OBJECT包裹在人物周围的状态"    

object:    
  occlusion:    
    - "使用OBJECT自然遮挡人物身体的一部分"    
    - "使用OBJECT部分遮挡躯干、肩膀、手臂、手、腰部、臀部、大腿、膝盖、小腿、脚等"    
    - "不要让人物的完整全身轮廓完全暴露"    
    - "让人物看起来深深埋没在OBJECT之中"    
    - "通过前方的OBJECT形成对人物部分身体的前景遮挡"    
    - "OBJECT造成的遮挡不是为了使人体变形,而仅用于单纯遮住人体的一部分"    
    - "脸部、五官、头发等对于识别人物重要的部分,保持充分可见"    
    - "不要让人物的存在完全被OBJECT遮没"    

object:    
  physical_relationship:    
    - "在OBJECT与人体接触的位置,建立自然的接触关系"    
    - "OBJECT不要穿透人体"    
    - "OBJECT不要与人体融合"    
    - "不要在人体内部生成OBJECT"    
    - "OBJECT不要沿着人体轮廓发生不自然的变形"    
    - "不要让OBJECT看起来漂浮在人物上方"    
    - "不要让人物看起来像贴在OBJECT上"    
    - "在OBJECT与人物的接触部分形成自然的遮挡、阴影、压迫感"    

camera:    
  composition:    
    - "严格遵守最终图像的ASPECT_RATIO纵横比"    
    - "采用能够从正面清楚识别整个箱体的构图"    
    - "让图像的四条边能够被识别为箱体的四条边"    
    - "让箱体内部的纵深能够在视觉上被理解"    
    - "能够清楚区分人物、OBJECT和箱体壁面"    
    - "能够清楚读出人物与OBJECT之间的前后关系"    
    - "同时表现前方OBJECT造成的遮挡与后方OBJECT带来的纵深"    
    - "不要因为人物头部靠近相机而产生不自然的巨大化"    

lighting:    
  - "将人物、OBJECT、箱体作为存在于同一空间中的独立元素进行照明"    
  - "为人物赋予人物本身自然的立体感"    
  - "根据OBJECT自身的材质和表面特性,为OBJECT赋予自然的光照"    
  - "为箱体赋予MATERIAL固有的反射、透射、折射、光泽等"    
  - "不要将MATERIAL固有的光学表现应用于OBJECT"    
  - "不要让OBJECT表面具有与箱体相同的反射特性"    
  - "不要将OBJECT转换为亚克力、玻璃、金属等MATERIAL的材质"    
  - "在人物与OBJECT接触的部分形成自然的接触阴影"    
  - "让前方、中间、后方的OBJECT分别具有自然的明暗差异"    
  - "根据人物、OBJECT、箱体之间的位置关系形成自然的遮挡阴影"    

critical:    
  material_isolation:    
    - "MATERIAL是仅针对箱体的材质指定"    
    - "MATERIAL不是OBJECT的材质指定"    
    - "MATERIAL不是人物的材质指定"    
    - "MATERIAL的光学特性仅应用于箱体"    
    - "OBJECT的材质与质感由OBJECT自身的定义决定"    
    - "不要将MATERIAL传递给OBJECT"    
    - "不要将OBJECT解释为由MATERIAL制成"    
    - "将箱体与OBJECT的材质完全分离"    
    - "即使改变MATERIAL,也不要改变OBJECT的外观、质感、颜色、材质"    
    - "即使改变OBJECT,也不要改变箱体的MATERIAL"    

critical:    
  must:    
    - "最优先应用OBJECT / MATERIAL / ASPECT_RATIO 的指定"    
    - "MATERIAL仅应用于箱体"    
    - "将OBJECT作为配置在箱体内部的独立物体处理"    
    - "保持OBJECT本来的材质和外观"    
    - "在最终构图之前,将人物确立为完整全身"    
    - "确立自然完整全身的头身、骨骼、身体比例"    
    - "将已确立的全身人物作为后续工程中唯一的基准人物使用"    
    - "使用OBJECT以极高密度填充箱体内部"    
    - "将人物深深埋入OBJECT之中"    
    - "形成由OBJECT造成的自然局部遮挡"    
    - "构建为由MATERIAL制成的、具有深度的立体箱体"    
    - "使用图像的四条边作为箱体的四条边"    
    - "在人物、OBJECT、箱体之间建立明确的前后关系"    

critical:    
  avoid:    
    - "将MATERIAL的材质应用于OBJECT"    
    - "使MATERIAL与OBJECT的材质相同"    
    - "亚克力制成的OBJECT"    
    - "玻璃化的OBJECT"    
    - "拥有与箱体相同光泽的OBJECT"    
    - "拥有与箱体相同透明度的OBJECT"    
    - "拥有与箱体相同折射特性的OBJECT"    
    - "拥有与箱体相同反射特性的OBJECT"    
    - "OBJECT被转换为MATERIAL的材质"    
    - "OBJECT本来的材质或质感被MATERIAL覆盖"    
    - "人物与OBJECT融合"    
    - "OBJECT穿透人体"    
    - "人物小人化"    
    - "人物微缩化"    
    - "不自然的头身比例"    
    - "只有头部很大的人物"    
    - "人体结构崩坏"    
    - "多余的手脚"    
    - "异常的关节"    
    - "平面的拼贴"    
    - "OBJECT数量少、箱体内部稀疏空荡"    
    - "箱体深处变成空洞"    
    - "在箱体外侧添加不必要的背景或留白"

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