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异想天开的单色朋克浮动微缩立体模型生成器(副本)

一个为 Nano Banana 2 设计的高度复杂、结构化的提示模板,旨在生成一个基于程序朋克美学的异想天开的漂浮微缩立体模型。它包含广泛的变量指南和用于场景结构、道具、建筑和氛围的程序生成层。

nano-banana-pro · 3D 渲染 · 城市风光 / 街道 · 建筑 / 室内设计 · 赛博朋克 / 科幻

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异想天开的单色朋克浮动微缩立体模型生成器(副本)异想天开的单色朋克浮动微缩立体模型生成器(副本)

中文提示词

异想天开的单色朋克浮动微缩立体模型提示词 (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、程序化照明与大气生成器、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。如果为空,则在 'medium' 和 'high' 之间随机选择。 PUNK_STYLE = 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 变量中指定的值。 LIST_OF_PUNK_STYLES = 蒸汽朋克、柴油朋克、原子朋克、赛博朋克、生物朋克、纳米朋克、太阳朋克、装饰艺术朋克、时钟朋克、煤炭朋克、射线朋克、石器朋克、帆船朋克、卡带朋克、特斯拉朋克、神话朋克、凉鞋朋克、海洋朋克、冰封朋克、丛林朋克、沙漠朋克、哥特朋克、钢铁朋克、水晶朋克、锈蚀朋克、蒸汽波朋克、霓虹朋克、天空朋克、水下朋克、树木朋克、太空朋克、量子朋克、机械朋克、科技朋克、复古计算朋克、牛仔朋克、希望朋克 SUBSTYLE = 如果指定,则精确使用。如果设置为 none,则禁用。如果为空,则根据 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。如果为空,则根据 PUNK_STYLE 推断。 ENVIRONMENT = 如果指定,则精确使用。如果设置为 none,则禁用。如果为空,则根据活动层逻辑推断。 CULTURE = 如果指定,则精确使用。如果设置为 none,则禁用。如果为空,则推断文化上合适的框架。 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' 时实施。使用以下内容生成核心场景结构: LANDSCAPE_STRUCTURE(浮岛、悬崖梯田、峡谷盆地、海港湾、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、高架渠、飞艇码头、太阳能阵列、反应堆塔、水车) CIVILIAN_ACTIVITY(市场交易、捕鱼、货物装卸、收割、机器维修、巡逻移动、节日聚会、作坊手工艺) MICRO_NARRATIVE(送货抵达、节日开始、风暴临近、商队抵达、野生动物遭遇)

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 = 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 (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, festival gathering, workshop crafting) MICRO_NARRATIVE (delivery arrival, festival beginning, storm approaching, caravan arrival, wildlife encoun