程序化异想天开的单色朋克浮动微缩立体模型提示
一个高度结构化、程序化的提示模板,旨在生成随机或定制的异想天开的漂浮微缩立体模型,采用指定的朋克风格(默认为蒸汽朋克),并利用多个程序生成层来创建场景、道具、建筑和照明。
nano-banana-pro · 3D 渲染 · 建筑 / 室内设计 · 摘要 / 背景 · 游戏素材 · 赛博朋克 / 科幻
中文提示词
异想天开的单色朋克浮动微缩立体模型提示 (自动背景优化、智能微细节系统、程序化活动层、自然不规则层、大气深度层、程序化场景生成器、程序化道具生成器、程序化建筑生成器、程序化灯光与氛围生成器、程序化角色与人口生成器、程序化立体模型底座生成器) 变量指南 GLOBAL_COMPLEXITY = 可能的值:'low'(低)、'medium'(中)、'high'(高)、'ultra'(超高)。控制建筑、道具、角色和环境细节的密度。如果留空,则在 'medium' 和 'high' 之间随机选择。 PUNK_STYLE = {argument name="punk style" default="Steampunk"} 如果 PUNK_STYLE 为空,则从 LIST_OF_PUNK_STYLES 中随机选择一种风格;否则,选择 PUNK_STYLE 变量中的值。 LIST_OF_PUNK_STYLES = Steampunk(蒸汽朋克)、Dieselpunk(柴油朋克)、Atompunk(原子朋克)、Cyberpunk(赛博朋克)、Biopunk(生物朋克)、Nanopunk(纳米朋克)、Solarpunk(太阳朋克)、Decopunk(装饰艺术朋克)、Clockpunk(时钟朋克)、Coalpunk(煤炭朋克)、Raypunk(射线朋克)、Stonepunk(石器朋克)、Sailpunk(帆船朋克)、Cassettepunk(卡带朋克)、Teslapunk(特斯拉朋克)、Mythpunk(神话朋克)、Sandalpunk(凉鞋朋克)、Oceanpunk(海洋朋克)、Frostpunk(冰霜朋克)、Junglepunk(丛林朋克)、Desertpunk(沙漠朋克)、Gothicpunk(哥特朋克)、Ironpunk(钢铁朋克)、Crystalpunk(水晶朋克)、Rustpunk(锈蚀朋克)、Vaporwavepunk(蒸汽波朋克)、Neonpunk(霓虹朋克)、Skypunk(天空朋克)、Aquapunk(水生朋克)、Arborpunk(树木朋克)、Astropunk(太空朋克)、QuantumPunk(量子朋克)、Mechanopunk(机械朋克)、Technopunk(科技朋克)、Retrocomputingpunk(复古计算朋克)、Cattlepunk(西部朋克)、Hopepunk(希望朋克) SUBSTYLE = 如果指定,则精确使用。如果设置为 none,则禁用。如果留空,则从 PUNK_STYLE 逻辑推断。 TECHNOLOGY_LEVEL = 如果指定,则精确使用。如果设置为 none,则禁用。如果留空,则从 PUNK_STYLE 推断。 ENVIRONMENT = 如果指定,则精确使用。如果设置为 none,则禁用。如果留空,则从活动层逻辑推断。 CULTURE = 如果指定,则精确使用。如果设置为 none,则禁用。如果留空,则推断文化适宜的框架。 PROCEDURAL_SCENE_GENERATOR = 'on' PROCEDURAL_PROP_GENERATOR = 'on' PROCEDURAL_ARCHITECTURE_GENERATOR = 'on' PROCEDURAL_LIGHTING_ATMOSPHERE_GENERATOR = 'on' PROCEDURAL_CHARACTER_POPULATION_GENERATOR = 'on' PROCEDURAL_DIORAMA_BASE_GENERATOR = 'on' FOCAL_INTEREST_LAYER = off MATERIAL_COHESION_LAYER = 'on' VISUAL_CLARITY_OPTIMIZER = 'on' MICRO_LIFE_LAYER = 'on' COMPOSITION_ENGINE = 'on' EDGE_DEFINITION_LAYER = 'on' COLOR_HARMONY_LAYER = 'on' DIORAMA_CRAFTSMANSHIP_LAYER = 'on' PSG 层 仅当 PROCEDURAL_SCENE_GENERATOR='on' 时才实施。使用以下内容生成核心场景结构: LANDSCAPE_STRUCTURE ({argument name="landscape structure" default="浮岛、悬崖梯田、峡谷盆地、港湾、森林空地、山脊、巨树冠层、沙漠绿洲、冰架、火山脊"}) SETTLEMENT_TYPE (村庄、港口小镇、贸易港口、修道院建筑群、研究前哨、要塞城镇、空中码头、工业区、隐秘飞地) INFRASTRUCTURE_ELEMENTS (桥梁、风车、铁路线、缆车、渡槽、飞艇码头、太阳能阵列、反应堆塔、水车) CIVILIAN_ACTIVITY (市场交易、捕鱼、货物装载、收割、机器维修、巡逻移动、Fe)
原始提示词
WHIMSICAL MONO-PUNK FLOATING MINIATURE DIORAMA PROMPT (Automatic Background Optimization, Smart Micro-Detail System, Procedural Activity Layer, Natural Irregularity Layer, Atmospheric Depth Layer, Procedural Scene Generator, Procedural Prop Generator, Procedural Architecture Generator, Procedural Lighting & Atmosphere Generator, Procedural Character & Population Generator, Procedural Diorama Base Generator) VARIABLE GUIDE GLOBAL_COMPLEXITY = Possible values: 'low','medium','high','ultra'. Controls density of buildings, props, characters, and environmental detail. If blank choose randomly between 'medium' and 'high'. PUNK_STYLE = {argument name="punk style" default="Steampunk"} If PUNK_STYLE is empty, then one style is randomly selected from LIST_OF_PUNK_STYLES, otherwise what is in the PUNK_STYLE variable is chosen LIST_OF_PUNK_STYLES = Steampunk, Dieselpunk, Atompunk, Cyberpunk, Biopunk, Nanopunk, Solarpunk, Decopunk, Clockpunk, Coalpunk, Raypunk, Stonepunk, Sailpunk, Cassettepunk, Teslapunk, Mythpunk, Sandalpunk, Oceanpunk, Frostpunk, Junglepunk, Desertpunk, Gothicpunk, Ironpunk, Crystalpunk, Rustpunk, Vaporwavepunk, Neonpunk, Skypunk, Aquapunk, Arborpunk, Astropunk, QuantumPunk, Mechanopunk, Technopunk, Retrocomputingpunk, Cattlepunk, Hopepunk SUBSTYLE = If specified use exactly. If set to none disable. If blank infer logically from PUNK_STYLE. TECHNOLOGY_LEVEL = If specified use exactly. If set to none disable. If blank infer from PUNK_STYLE. ENVIRONMENT = If specified use exactly. If set to none disable. If blank infer logically from active layers. CULTURE = If specified use exactly. If set to none disable. If blank infer culturally appropriate framework. PROCEDURAL_SCENE_GENERATOR = 'on' PROCEDURAL_PROP_GENERATOR = 'on' PROCEDURAL_ARCHITECTURE_GENERATOR = 'on' PROCEDURAL_LIGHTING_ATMOSPHERE_GENERATOR = 'on' PROCEDURAL_CHARACTER_POPULATION_GENERATOR = 'on' PROCEDURAL_DIORAMA_BASE_GENERATOR = 'on' FOCAL_INTEREST_LAYER = off MATERIAL_COHESION_LAYER = 'on' VISUAL_CLARITY_OPTIMIZER = 'on' MICRO_LIFE_LAYER = 'on' COMPOSITION_ENGINE = 'on' EDGE_DEFINITION_LAYER = 'on' COLOR_HARMONY_LAYER = 'on' DIORAMA_CRAFTSMANSHIP_LAYER = 'on' PSG LAYER Implement only if PROCEDURAL_SCENE_GENERATOR='on'. Generate core scene structure using: LANDSCAPE_STRUCTURE ({argument name="landscape structure" default="floating island, cliff terraces, canyon basin, harbor cove, forest clearing, mountain ridge, giant tree canopy, desert oasis, ice shelf, volcanic ridge"}) SETTLEMENT_TYPE (village, harbor town, trading port, monastery complex, research outpost, fortress town, sky dock, industrial district, hidden enclave) INFRASTRUCTURE_ELEMENTS (bridges, windmills, rail lines, cable lifts, aqueducts, airship docks, solar arrays, reactor towers, waterwheels) CIVILIAN_ACTIVITY (market trading, fishing, cargo loading, harvesting, machine repair, patrol movement, fe