| ONEIRIC |
[Aug. 23rd, 2026|01:07 pm] |
| [ | Current Mood |
| | sick | ] |
| [ | Current Music |
| | Pink Floyd - Fillmore West 1970 | ] | Хорошее https://www.youtube.com/watch?v=aAg9iDh9_BQ https://higgsfield.ai/@higgsfield.studio/projects/oneiric
Двадцатиминутное AI-видео, вполне достойное голливуда (то есть хоть сейчас продавай в кинотеатр). Все использованные промпты и все картинки, созданные походу, выложены на сайт, можно посмотреть.
Типичный промпт (для сцены на 7 секунд)
SCENE CONTEXT
A warm, cozy dorm common room, warm amber daylight. Alfie's three friends - worried for him, trying to learn the reason for his tears without scaring his emotions off with pressure. Standalone shot, built from image references only. 21:9, anamorphic.
ACTIVE REFERENCES
@loc_ON_dorm_commonroom_front_s2 - the dorm common room; the interior of the shot matches this reference 100%, every object in its place: couch under the window with rumpled bedding and pillows piled at both ends, Bob's brown patterned armchair at the couch's left end, Sam's beige armchair at its right end, space posters taped to the walls, potted plants on the windowsill, curtains at the frame edges. ON THE COFFEE TABLE in the center: an open pizza box with a whole uncut pizza, a second flat closed pizza box under it, two bright blue-and-orange soda cans, a dark red mug, a light pink mug, a white drinking glass, a cup holding pens and pencils, and loose papers under the boxes. ON THE FLOOR: an open empty cardboard box in front of the coffee table with its flaps up, a second cardboard box at the lower-left by Bob's armchair, a thick dark hardcover book lying by the couch's left leg, scattered papers and a piece of dark clothing near the couch, and backpacks/duffel bags piled at the couch's right end. All of it stays exactly where the reference places it - nothing added, nothing removed, nothing moved.
@char_ON_Bob_s2_v1 - big warm build, hands free; in the brown armchair at the couch's left end. Exactly one. 100% matches the reference.
@char_ON_Rudy_s2_v1 - calm dreamer; on the couch, @prop_ON_rudy_guitar lying beside him on the cushions (never the floor). Exactly one. 100% matches the reference.
@char_ON_Sam_s2_v1 - slim, ginger, rimless glasses, "Quantum Kids" tee; in the beige armchair at the couch's right end - the seat nearest off-screen Alfie. Exactly one. 100% matches the reference.
@Image 1 - POSITION REFERENCE ONLY. It is ONLY a map of where things are: take from it the framing, the camera angle, and the positions, poses, scale and facing directions of the three seated people and the furniture - take nothing of its look. Do not add anything it doesn't contain; do not complete what its frame cuts. Every visual quality of the shot - style, light, color grade, faces, wardrobe, environment, props - comes exclusively from @loc_ON_dorm_commonroom_front_s2 and the character references. The shot is a fully photoreal live-action frame.
LEGEND (the colors identify WHO IS WHO on the map only - wardrobe and grading come from the character and location references):
the BLUE figure on @Image 1 = BOB @char_ON_Bob_s2_v1 → brown armchair frame-left, forearms on the armrests, feet planted, facing camera.
the ORANGE figure on @Image 1 = RUDY @char_ON_Rudy_s2_v1 → center of the couch, hands empty and loosely clasped between his knees, facing camera; the guitar shape beside him = @prop_ON_rudy_guitar resting on the couch cushions at his side, untouched.
the GREEN figure on @Image 1 = SAM @char_ON_Sam_s2_v1 → beige armchair frame-right, leaning slightly forward, hands near his knees, facing camera.
RENDER RULE: place the real, photoreal characters (from their own references) into the real room from @loc_ON_dorm_commonroom_front_s2 at the positions @Image 1 defines, and take nothing else from it. Everyone stays in their map-locked position for the whole clip.
CAMERA
ONE SINGLE STATIC WIDE for the entire clip - the clip OPENS directly on this frame: the three friends in their seats exactly as placed on @Image 1, full 21:9 composition. No cuts, no dissolves, no fades, no camera movement, no push-in. Anamorphic, warm amber grade.
GAZE DIRECTION - MASTER RULE
Off-screen Alfie stands ONE FULL STEP to the camera's RIGHT, at lens height. All three friends look at HIM: their faces are turned toward camera, but every eyeline is offset ~10-15 degrees to the camera's RIGHT of the lens axis, focused past the camera plane on Alfie. In every man's eyes the pupils sit visibly shifted toward the viewer's RIGHT edge of frame - never centered toward the lens. All three eyelines converge on that single point beside the camera: on Alfie - not on the lens, not on the viewer. Allowed exceptions, always returning to that point: Rudy's brief exchanged glances with Bob and Sam (head turns only), and Sam's one quick sideways glance at the others (~2.5s). No direct-to-camera contact at any moment.
ACTING TASKS (the work happens in the eyes; nobody plays the emotion - everyone plays the direction)
SCENE DIRECTION (shared, unspoken): draw the reason out of Alfie without pressing - keep the room soft enough that his tears can keep coming; one push too hard and he closes.
ESSENTIAL AXIS: care for Alfie. All three are PLUS on it - they differ only in how they hide it. None of them understands what is happening; all three are searching for the answer.
OBSTACLE (shared): their own alarm. The urge to jump up, crowd him, demand answers - each man is holding down his instinct to press, because pressing is exactly what would shut him.
PHYSICAL ACTION (the terrain): a pizza evening interrupted - everyone stays planted in his seat, and the staying-seated IS the effort.
ACTING TASK - BOB (fully invested in his tactic):
MOTIVE: the protector - a friend in pain is a problem he must fix, now.
GOAL: get Alfie to hand him the problem - name it, so Bob can carry it.
TACTIC: he opens the door wide and warm - asks big so Alfie can answer small. Eyes on Alfie beside the camera's right side - pupils shifted toward the viewer's right, off the lens - checking both of Alfie's eyes for permission to come closer, reading whether his question landed as help or as pressure; his forward lean is the leash he keeps on himself instead of standing up.
- "Bro, what? What's goin' on?" - he offers the question like an open hand, then holds still, watching for the smallest sign Alfie will take it. - While others speak: he stays on Alfie, measuring - worse or better after each word. ACTING TASK - RUDY (fully invested in his tactic; his BODY stays locked - ALL his life is in his head and eyes):
MOTIVE: he understands what's happening no better than the others and it scares him - he's worried sick for Alfie and looking for anyone who has the answer.
GOAL: figure out what happened to Alfie - and find out whether the others know more than he does.
TACTIC: his body holds its exact map pose - seated mid-couch, hands loosely clasped between his knees, torso still - while his HEAD does all the work: he EXCHANGES GLANCES with the guys, not understanding what's going on - a head turn to Bob: *do you know?* - Bob doesn't; a head turn to Sam: *do you?* - Sam doesn't either; then back to Alfie beside the camera's right side, pupils shifted right of the lens, searching his eyes: what happened, how bad, what does he need. Each exchanged glance is a real question asked and answered in silence. Every head move deliberate and slow, so his worry doesn't add to the pressure on Alfie.
- "You good, man?" - placed like a hand on a shoulder, head returning to Alfie with a small forward dip on the words: the question doesn't ask for information, it asks Alfie to breathe. - While others speak: head and eyes keep working the triangle - the speaker, Sam or Bob, back to Alfie - reading whether anyone understands more than he does. ACTING TASK - SAM (fully invested in his tactic):
MOTIVE: open emotion terrifies him - his bite is how he drags the world back to normal.
GOAL: pull Alfie back to the ordinary evening - if everything sounds normal again, then nothing terrible is happening.
TACTIC: he pokes at the situation to test if it's really serious - checking Alfie's eyes (beside the camera's right side, pupils off the lens toward the viewer's right) for the joke that must be there, then flicking to Bob and Rudy (~2.5s) to verify: are THEY scared too? - meeting Rudy's questioning glance for a beat, finding no answer there - and snapping back before anyone reads his own fear.
- "Dude, the heck - c'mon, you're freakin' us out." - the words push, the eyes plead; on "you're freakin' us out" his fuel runs out for half a beat - the worry shows through the bite before he covers it again. - While others speak: he can't hold still - small restless checks between Alfie and the others, deciding how bad this is (Safety: all gazes engaged in their task on Alfie one step right of camera - eyelines ~10-15 degrees right of the lens axis, pupils visibly off-center toward the viewer's right, never centered into the lens, never a frozen, glassy, unfocused stare; natural blink cadence, small real refocusing of the eyes.)
ACTION AND DIALOGUE TIMING (0.0s-8.0s)
The clip opens on a short held beat - 0.5 seconds of silence: all three already turned toward off-screen Alfie one step right of camera; Rudy's first questioning head-turn toward Bob lands in this beat. Then:
BOB @char_ON_Bob_s2_v1 0.5s-1.9s, alarmed, warm, sitting forward, pupils shifted right of the lens onto Alfie: "Bro, what? What's goin' on?"
RUDY @char_ON_Rudy_s2_v1 2.4s-3.4s, low, steady, body still, head returning from the exchanged glances to Alfie with a small forward dip on the words, eyes landing right of the lens: "You good, man?"
SAM @char_ON_Sam_s2_v1 3.8s-6.8s, fast, rattled, covering worry with irritation, leaning toward Alfie beside the camera's right side: "Dude, the heck - c'mon, you're freakin' us out."
One speaker at a time; still lips otherwise; nobody rises from his seat in this clip.
AUDIO
Three DISTINCT voices - never blended or averaged.
BOB: warm boisterous baritone - here alarmed but gentle.
RUDY: low, deep, bassy, unhurried - quiet concern.
SAM: bright, high-set, reedy, fast - rattled, the worry showing through the bite.
The audio track contains ONLY the three scripted lines - nothing else: no off-screen sounds, no crying, no breathing sounds, no room ambience, no foley, no SFX, no music, no subtitles. Silence before, between and after the lines.
PHYSICS
Real small body language born from the tasks: Bob's weight shifting forward onto the armrests and held there; Rudy's body completely still in its map pose - only his head moves: slow questioning turns to Bob and Sam, small tilts, then back to Alfie; Sam's restless micro-checks between Alfie and the others. Natural blinks in all three; the guitar rests untouched on the couch cushions; nothing on the table or floor moves.
LIGHTING
Warm amber daylight, cozy low-contrast, soft practical glows - matching the location reference exactly; no lighting change.
POSITIVE LOCKS
Standalone generation from the image references only - the first frame IS the static wide described above. One static wide shot, start to end - no cuts, no camera movement. @Image 1 defines positions only; all style, light, and texture come exclusively from @loc_ON_dorm_commonroom_front_s2 and the character references; the interior - furniture, posters, window, everything on the table and on the floor - matches @loc_ON_dorm_commonroom_front_s2 100%. Exactly ONE Bob, ONE Rudy, ONE Sam; Alfie is never in frame, no fourth figure ever enters. Everyone stays seated in their map-locked positions; Rudy's torso, arms and hands hold their exact starting pose for the full clip - only his head and eyes move; the guitar stays lying on the couch beside Rudy, untouched. GAZE LOCK: all three eyelines converge on Alfie ONE STEP to the camera's RIGHT at lens height - ~10-15 degrees right of the lens axis, pupils visibly shifted toward the viewer's right, never centered into the lens, not on the lens, not on the viewer - for the full clip, except Rudy's exchanged glances with the guys and Sam's single quick glance at ~2.5s, each returning to Alfie. The first 0.5 seconds are a silent held beat; the audio track is ONLY the three scripted lines, verbatim, each in its own window; voices match the locked timbres exactly.
* * *
Описание сцены дается с таким количеством деталей, что часто проще снять самому, чем придумывать.
Походу профессия "генератор промптов" будет одной из самых высокооплачиваемых в ближайшие сколько-то лет.
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