OpenZhenZhen AI 提示词画廊 · Claude Opus 5.5 · video

孤岛惊魂3克隆游戏(优化版)

Far Cry 3 Clone Game (Optimized Edition)

创作者用一段很长的多阶段提示词(并配有照片参考),让 Opus 5.5 一步步打磨用 three.js 做的《孤岛惊魂3》风格可玩游戏原型的画面。 原作需要参考素材;请自行准备图片、视频、音频、文档或代码库等输入。

孤岛惊魂3克隆游戏(优化版) — AI video creation
孤岛惊魂3克隆游戏(优化版)

提示词 / Prompt

English prompt

CLOSING THE GAP TO THE REFERENCE (Stages 6–11) Stages 1–5 are done: the world, controller, outpost, water, sky, vegetation, hands, weapons, inventory, weather, time of day, audio and menus all work, and the layout already matches the reference. What's missing is image quality. Right now the frame looks like clean low-poly under a milky haze. The reference looks like a saturated, high-contrast, gritty, lived-in photograph. Stages 6–11 close that gap. Global rules for Stages 6–11: - Every new effect sits behind a quality flag. Low must stay fast. - Don't break earlier stages: time of day, weather, rain, wetness and lightning must all still combine correctly. At the end of each stage, check Noon/Clear and Sunset/Storm once. - Keep existing APIs compatible: getWaterHeight(x,z), addRipple(x,z,strength), setSkyState({...}), shared globals (wind, wetness, rain, time) and the effects event bus. - Rebuild the standalone bundle after every change and do one console-error check. No test loops. - Run each stage in a fresh session. Do only that stage. ──────────────────────── STAGE 6 — Light, atmosphere, color grading, dappled shadows (reasoning: High) Goal: remove the milky haze and get a punchy tropical-noon frame with lace-like leaf shadows. This stage is the cheapest and has the biggest impact. 1. Haze/fog: cut daytime fog density and height sharply. Fog only lies low at the foot of the mountains and far out over the water. Aerial perspective is blue (#9cc3dc → #cfe6f5), never white. Mountains read in 3 depth layers, with more blue on each layer further back. 2. Sky: zenith ~#4f9fe0 fading to a #cfe6f5 horizon. Cumulus clouds get crisp, sunlit white tops, blue-grey undersides and a silver lining near the sun. Denser clouds, less smeared vapor. 3. Sun and ambient: stronger sun; darker, cooler ambient/hemisphere light so shadows go deep (shadowed areas at ~15–20% of lit brightness); warm bounce light from the sand. 4. Grading: an S-curve for contrast, saturation ~×1.25, slightly lower exposure, warm highlights and cool turquoise shadows. Add a contrast-adaptive sharpening pass after FXAA. Raise the bloom threshold so it never washes the frame out. God rays only through foliage, not across the whole screen. Make sure eye adaptation doesn't brighten the image back up. 5. Dappled shadows: add 1–2 palms over the shelter, with one trunk and its fronds framing the top-left of the starting view like the reference. Leaves cast alpha-tested shadows (custom depth/distance materials using the leaf mask). Also add an animated light cookie that projects leaf dapples inside the shelter and sways with the wind. Tighten the shadow frustum/cascade near the player so shadows on the table stay crisp. 6. Ambient occlusion: stronger SSAO where surfaces meet (table/deck, crates, legs, props on the table), plus small contact-shadow decals under objects. 7. First-person hands: warmer skin, a bit more fill light from the sand, and scale/position closer to the reference (large, low in frame). Acceptance: the starting frame next to the reference has comparable contrast and saturation, a deep blue sky, and visible leaf dapples on the deck and table. ──────────────────────── STAGE 7 — FLAGSHIP WATER (reasoning: Max) Goal: water is the star of the game, at modern AAA quality — something you'd watch for minutes. Rewrite the water module in depth, not as patches, while keeping the CPU height query (getWaterHeight) exactly in sync with the GPU surface. 7.1 Wave model - Large swell: 6–8 Gerstner harmonics using the correct deep-water dispersion relation. The CPU height query evaluates the same harmonics (iterative inverse displacement). - Fine surface: GPU FFT ocean spectrum (Phillips/JONSWAP) with ping-pong render targets, 128²–256², in 2–3 cascades at different scales. Output displacement, normals and a Jacobian map for foam. Low quality: 1 cascade at 64² or baked tileable normals. - No visible tiling: non-multiple cascade sizes plus rotation. In the distance, filter normals (Toksvig/LEAN-style) instead of letting them shimmer. - Shallow water: waves shoal (grow steeper and shorter as depth drops) and refract toward the shore along the seabed gradient. Inside the lagoon it's calm and almost mirror-like; beyond the reef it's livelier. 7.2 Optics - Per-channel RGB Beer–Lambert absorption over the real underwater ray length (from the scene depth buffer), plus in-scattering (#1fb0b8 / #16739e). Result: 0–0.5 m of water is nearly colorless, 1–3 m is vivid turquoise (#46d6c8), 6 m and deeper is deep blue, with a sharp turquoise-to-blue edge at the reef drop-off like the reference. - Screen-space refraction offset by the normal and scaled by depth. Use a depth test so objects above the surface don't leak into the refraction. Add subtle chromatic dispersion. - Reflections: screen-space reflections (High) with a sky/PMREM fallback, plus a half-resolution planar reflection over the near lagoon (High) so the pier, boat and palms reflect properly. Schlick Fresnel with F0 = 0.02: clear up close, mirror-like at grazing angles. - Sun: a tight GGX highlight plus stochastic micro-facet glitter sparkling on wave crests. A proper sun glitter path at sunset, a moon path at night. - Subsurface scattering: backlit wave crests glow turquoise. - The sky and clouds in reflections come from the same sky function, and clouds move in the reflection too. 7.3 Seabed, caustics, reef - Animated caustics (layered Voronoi or a baked caustic texture with perspective warp), RGB chromatic split, intensity by depth. Project them onto everything underwater: sand, rocks, pier piles, boat hull, the player's legs. Caustics fade in shadow (sample the shadow map). - Reef: 40–80 instanced coral/rock clusters on the lagoon floor (the dark patches in the reference), swaying seagrass, sand ripples on the bottom (normal map), scattered shells. The seabed gets its own darker wet material. - Underwater light shafts when looking up from below the surface. 7.4 Shore and foam - Swash: a thin sheet of water runs up the sand and drains back. It leaves a dark wet band that dries with a delay, and a bubbly foam line rides on its leading edge. - Foam: a real procedural bubble/foam texture, not raw noise. It spawns on crests (from the FFT Jacobian), along the shoreline, and around rocks, piles and the boat (from depth difference). It persists and decays over time (an accumulation buffer on High). - Rings of foam and small ripples around piles and rocks standing in the water. 7.5 Interactivity - addRipple feeds a real height-field wave simulation: a 256² ping-pong grid centered on the player that scrolls with them. Stone splashes, bullet impacts, raindrops and the player's footsteps in water create rings that reflect and interfere physically. - Wake/Kelvin-style bow waves from the player wading. - Buoyancy: the boat, fallen crates, shells and stones bob using the height query plus the surface normal. The boat tugs at its mooring lines. Fix the boat: hull above the waterline, clearly visible next to the pier in the starting frame. - Underwater mode (camera below the surface): water-colored underwater fog, distortion, caustic light shafts, muffled audio (emit an 'underwater' event for the audio system), and a correct half-in/half-out waterline split across the screen. 7.6 Weather and time hooks - Expose every new parameter through water.setParams({...}), driven by the weather/time compositor: wind drives the spectrum (flat calm when clear → whitecaps in a storm), rain adds droplet rings to the height field plus surface roughness, night gives a moon path, sunset a golden path. 7.7 Performance - High: FFT with 2 cascades at 256², planar reflection + SSR, height field at 256². Low: 1 cascade at 64² (or baked normals), no planar reflection/SSR, height field at 128². Target: water under ~4 ms per frame on a mid-range GPU at High. Acceptance: the starting frame shows crystal-clear turquoise shallows with a visible reef and caustics, a crisp drop-off into deep blue, a living swash line on the beach, and the pier and boat reflected. A thrown stone produces physically believable interfering rings. ──────────────────────── STAGE 8 — Terrain: karst mountains, rocks, beach, jungle (reasoning: High) 1. Karst mountains: ridged-multifractal displacement on top of the current shapes, sheer vertical walls, ledges and erosion gullies. A slope-based shader: steep areas are grey limestone with vertical streaks; ledges and gentle slopes are green canopy (a crown-shaped noise with occlusion between crowns). Thousands of cheap instanced canopy billboards on the slopes (one draw call). The sea arch and rock islet use the same materials. 2. Boulders: noise-deformed rocks with sharp ridged facets, grouped in clusters of 3–7, half-buried in sand or water, moss on top, and a dark wet band at the waterline. Triplanar texturing. 3. Jungle: broadleaf trees with clumped card-based crowns; palms of different ages and leans; dense undergrowth on the right-hand slope (ferns, bushes, banana/monstera) at 3–4× the current density with LODs; vines between trees; grass along the beach edge. No more "lawn": dark soil and leaf litter under the trees. 4. Beach: wind ripples (normal map), a wet band synced with the Stage 7 swash, pebbles, driftwood, fallen palm fronds, coconuts; a gradual transition from sand to soil to jungle, with grass. 5. Move the hut and the watchtower 20–30% closer into the starting frame if it doesn't break collisions or paths. ──────────────────────── STAGE 9 — Next-level procedural materials (reasoning: High) All generators produce albedo/normal/roughness(/AO) maps at 1024² (512² on Low), cached. 1. Old weathered wood: stretched-noise grain, knots, cracks, a different tone and UV offset per plank, dark seams, grime in the corners, sun bleaching, worn light edges (from curvature). No striped "zebra" look. Used for the deck, table, pier, crates and posts. 2. Metal: paint → chipping → rust, driven by curvature/noise masks, plus rust streaks and scratches (barrel, ammo can, lantern). The mug gets chipped enamel. 3. Fabric: canvas with visible weave, stains and faded folds. Flags in faded rust-brown (#a8352a → rust), with torn alpha edges and a dirty skull. 4. Leopard pelt: correct rosette pattern plus fur shells (4–6 layers, High only) or a dense normal map, with a jagged hide edge. 5. Rope: twisted-fiber normals, thicker, frayed ends. 6. Rock and sand: triplanar mapping, moss by normal direction; grainy sand with tiny crystal glints in the sun. If hand-made tileable PBR texture sets exist locally, use them instead of the matching generator (and embed them in the standalone bundle). ──────────────────────── STAGE 10 — Foreground props + custom models (reasoning: Medium) 1. Load any local .glb models from the models folder through the existing loader, keeping the procedural fallback. For each model: real-world scale in meters, grounding on its surface, colliders, shadows, wetness injection, and the Stage 3 interactions (inspecting the lantern/mug/map; the crate lid opens if the model has a separate lid part, otherwise keep the procedural lid). 2. Table: make the props larger and lay them out like the reference — the AK diagonally across the whole table, the knife on the front edge, the map under the knife, the mug, the ammo can, the lantern on the right, the bottle. 3. Left side: the cot (tube frame, sagging canvas, a plump pillow), the pelt hanging over its edge, a backpack and a crate next to the cot, a rusty barrel. 4. A torn flag hanging from the canopy at the top right, like the reference; rope lashings on the posts. 5. The boat moored at the pier (buoyancy from Stage 7), a crate on the pier, mooring ropes to the piles. 6. Hut and watchtower: corrugated tin roof, canvas awning, barrels, crates. ──────────────────────── STAGE 11 — Performance + final match against the reference (reasoning: Medium) 1. An FPS/frame-time overlay (F3) with a per-pass breakdown. Budget: ≥60 FPS on High on a mid-range discrete GPU, ≥30 FPS on Low on a modern iGPU. 2. Optimize: instancing, LODs, distance culling, half-resolution for the expensive passes, cached and compressed textures, proper disposal. 3. Take one screenshot from the starting view next to the reference and do a final palette tune. Check every time-of-day × weather combination. 4. Rebuild the bundle, do one console check, update the status log.

主题与风格

探索更多图片和视频提示词 · 生成图片 · 生成视频 · 在 AI 画布中创作

  • 奢华米水焕肤精华广告

    制作一支15秒、9:16竖屏、超写实电影感护肤品广告,采用洁净奢华的影棚灯光和流畅专业的镜头运动。0–3.5秒:白色按压泵瓶,标签写有“Rice Water & Niacinamide Serum”,立于有光泽的白色反射台面上,周围漂浮晶莹水滴,背景明亮极简。3.5–6.5秒:玻璃滴管微距特写,释放一滴纯净精华进入液体池,形成柔和的同心涟漪。6.5–10秒:成年女性模特以精致近景将精华涂抹在脸颊上;使用所提供的身份参考图来保持她的面部外观,同时保持服装完整自然。10–15秒:高级平铺画面展示被生米粒和水花环绕的瓶身,镜头平滑横移,露出旁边配套包装盒,最后定格在高端产品主视觉构图。保持产品文字准

  • 金发女孩的城市咖啡日常

    制作一段时长20秒、16:9画幅、照片级写实的电影感城市日常蒙太奇。每个镜头中的成年东亚女性都使用提供的身份参考图;参考图只用于确定她的外貌。她留着金色波波头,穿长款黑色外套和米色上衣,背黑色单肩包,颈上挂着黑色头戴式耳机;全程保持这套服装完整一致。她手拿外带咖啡。暖色城市灯光虚化成散景,她抬手调整深色太阳镜。切至咖啡杯被放在木质咖啡馆柜台上,再切到她站在浓缩咖啡设备旁,若有所思地望向窗外。展现她隔着玻璃饮料冷柜向内张望,随后她在绿树成荫的街道上行走,短暂地出现在侧视镜中。跟随她推开精品店的玻璃门,并透过成排衣架间的深色衣物拍摄她挑选衣服。镜头从纸购物袋内部向上拍摄她微笑着俯视镜头。展现她乘坐

  • 乡野菲律宾早餐时光

    制作一段20秒、16:9的温馨手绘动画短片,呈现温暖、奇趣的日式绘本氛围。只出现成年角色;可呈现备餐的手部动作,不突出人物性别,也不更换衣着。在一家街坊小店里,顾客从货架取下方便炒面和罐装午餐肉,放进编织篮。回家后打开罐头,取出午餐肉,在木砧板上切片,再放入平底锅煎至金黄。将鸡蛋打入碗中搅匀,用黄油轻轻炒熟。炒香蒜末,加入煮好的米饭翻炒,做成香蒜饭。用热水冲泡速溶咖啡,倒入陶瓷杯。随后转场至明亮的乡间:茂盛稻田环绕着竹制高脚屋,晴朗蓝天下风景开阔。竹桌上摆好香蒜饭、炒蛋、煎午餐肉、干鱼、方便炒面和热咖啡。镜头运动轻柔,阳光温暖,食物细节诱人,整体氛围宁静而亲切。时间安排:0–3秒购物;3–7秒

  • 薄荷节拍,橙色跃动

    制作一段15秒、16:9的动漫风格动态图形角色亮相短片,主角为成年女性,外观以提供的身份参考图为准。保持她的服装完整且前后一致:鲜亮薄荷青色双丸子头与飘逸长发、橙色包耳式耳机、琥珀色眼睛、海军蓝与橙色拼色宽松街头夹克、牛仔短裤和厚底运动鞋。采用奶油色、薄荷青、橙色与海军蓝配色,加入复古音乐播放器图形、醒目字体、均衡器条、波形、进度指示和圆形元素。 0.00–1.00秒:薄荷青播放器窗口啪地落在奶油色背景上;橙色CLOSE标签和海军蓝边框出现,PLAY字母依次组合成形。 1.00–2.00秒:特写她的琥珀色眼睛与橙色耳机罩,耳机罩短暂裂变为彩色几何块。 2.00–3.00秒:她在海军蓝播放器窗

  • 粉色都市的剪影追击

    制作一段15秒、16:9的动画风格波普艺术片头,主角是一位成年女性刺客;她的形象始终依据提供的身份参考图保持一致。参考图仅用于角色外观,保持她的服装完整,不把参考图当作服装参考。将她表现为利落的黑色剪影,并以清晰的白色高光勾勒;背景采用淡粉色天空与图形化城市景观。使用干脆有力的硬切,不要叠化。时间安排:0–2秒,以粉色天空下的城市天际线屋顶开场,出现醒目的圆润字体;随后切至角色蒙面双眼的极近特写。2–4秒,她沿深色屋顶径直朝镜头冲刺,速度线在身后汇聚。4–5.5秒,将她跃起的动作定格在柔和粉彩漫画冲击画面中,并加入醒目的俏皮撞击字样。5.5–7.5秒,以干净的金属斜向亮线表现快速拔刀,再落到屋

  • 古箱里的小龙

    制作一段 15 秒、16:9 的写实奇幻视频。昏暗的中世纪房间里,一只布满划痕、箍着铁带的木箱放在桌上。采用自然手持移动的第一人称镜头,呈现温暖的电影感阴影。0–3 秒:镜头靠近木箱,两只手解开金属搭扣并掀起箱盖,柔和的橙色光芒从箱中溢出。3–7 秒:箱内是一只蜷缩在深紫色天鹅绒和稻草上的浅色幼龙。它轻轻呼吸,随后睁开大大的绿色眼睛,朝镜头眨眼。7–10 秒:幼龙抽动鼻子,打出一小团橙色火焰,随后安静下来,好奇地张望。10–12 秒:它站起身,展开宽大的橙褐色翅膀,张嘴发出欢快的叫声。全程保持外形一致,不要表现体型变大。12–15 秒:幼龙从箱中跃起,扑翅飞过木梁,再穿过敞开的窗户飞入暮色。镜