リファレンス機能を検証してみよう30(tsubaki3テスト)
29の続きです。ようやく最後です。 リファレンス機能「なし」。キャラクターはプロンプトでおねがいします。スタイルLoRAを1つ追加しました。 1・リファレンス機能「なし」の場合、キャラは安定する。でもなぜかカットインができない。プロンプトの工夫が必要。 2・リファレンス機能「あり」の場合、キャラは安定しない。でもなぜかカットインの画面はしっかり作ってくる。 という、なかなかに、面白い結果でした。 結果は必ずこうなるものではなく、うまくプロンプトを作る。シーンを変える。などの手段で、 また異なる結果がでると思います。 ただ、リファレンス機能「あり」、「なし」の差で、同じプロンプトでも結果がだいぶことなることがあるという事例なのかなと思います。 あとは、長瀞さんにはまったので、ついついポチポチしてしまいました(*´▽`*) Testing the Reference Feature: Part 30 (tsubaki3 Test) This is a continuation of Part 29—and finally, the last installment. For this test, I set the reference feature to "None" and relied on the prompt to define the character. I also added one style LoRA. 1. With the reference feature set to "None," the character remains consistent, but for some reason, "cut-in" shots don't work properly; the prompt needs some tweaking. 2. With the reference feature set to "Enabled," character consistency suffers, yet—oddly enough—the "cut-in" composition is generated perfectly. It was quite an interesting set of results. Of course, these results aren't set in stone; I imagine different outcomes could be achieved by refining the prompts, changing the scene, and so on. However, I think this serves as a good example of how the presence or absence of the reference feature can lead to vastly different results, even when using the exact same prompt. On a side note, I’ve really gotten hooked on *Nagatoro-san*, so I couldn't help but keep clicking away at it! (*´▽`*)
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- Оригінальний промпт
- character:,-----,hayase nagatoro,slim,long hair,small breasts,thick eyelashes,fang,brown eyes,----,hair between eyes,two white hairclips,clip on ear,----,blue blazer,white shirt,yellow sweater vest,pleated skirt,green backpack,-----,--- . masterpiece, best quality, exceptionally polished retro video game screenshot, authentic late-1990s PlayStation-era Japanese RPG presentation, dramatic character cut-in scene, classic PS1 game visual direction, low-resolution console-game aesthetic, pre-rendered game interface feeling, retro 32-bit video game screen, slightly pixelated edges, limited texture resolution, subtle color banding, restrained dithering, compressed game-screen appearance, [ABSOLUTE COMPOSITION PRIORITY] This image must clearly be a VIDEO GAME CUT-IN SCREEN, not a normal illustration. The entire canvas has two clearly separated visual layers: (1) a dark, subdued classroom background covering the full screen, (2) one huge dominant character cut-in panel overlaid ON TOP of that background. The cut-in panel is the overwhelming visual focus and occupies most of the entire image area, approximately 75–85% of the visible composition. The classroom exists only as secondary environmental context behind and around the cut-in. The viewer's attention must immediately go to the cut-in panel and the character inside it. [BASE BACKGROUND — SECONDARY ONLY] A modern Japanese school classroom forms the full-screen underlying background. Desks and chairs arranged in rows, classroom windows, blackboard or green chalkboard, teacher's desk, fluorescent ceiling lights, ordinary contemporary Japanese school interior. However, the classroom background must be visually weak, dim, darkened, desaturated, low-contrast, slightly blurred and unobtrusive. It must never compete with the character cut-in. No important action takes place in the classroom background. The classroom is merely a faint environmental layer underneath the game interface. [CUT-IN PANEL — MAIN SUBJECT] A single large horizontal dramatic cut-in panel is superimposed over the classroom background. The panel must look like a deliberate game-interface element physically contained within the screen. Clear rectangular or stylized polygonal panel boundaries, strong readable frame edges, classic Japanese console RPG cut-in design. The cut-in panel occupies the majority of the screen. It may extend broadly from left to right, leaving only a small amount of the dim classroom visible around its outer edges. The cut-in must visually overwrite and cover the underlying classroom. IMPORTANT: Everything belonging to the character's action MUST remain completely inside the cut-in panel. Nothing may cross, overlap, penetrate, escape, or protrude beyond the cut-in boundaries. The character's head, hair, shoulders, torso, extended arm, hand, index finger, other arm, hand holding the textbook, and the entire textbook must all remain completely enclosed within the panel. Leave comfortable internal margins between every body part and the cut-in frame. Especially leave visible empty space between the pointing fingertip and the nearest panel edge. Do not place the fingertip directly against the border. [CHARACTER] Exactly ONE character. No second character, no background student, no duplicate person. Show ONLY the character's upper body in the cut-in: head, shoulders, chest, upper torso, arms and hands. This is a dynamic upper-body close-up suitable for a dramatic RPG cut-in. Do not show the lower body, waist-down composition, legs, knees or feet. The character adopts a decisive, commanding classroom gesture. One arm is extended straight forward with clear purpose. The elbow is naturally straightened. The wrist follows the forearm naturally. The hand forms a clear pointing gesture: the INDEX FINGER alone is extended straight forward, the other fingers are naturally folded toward the palm, the thumb rests naturally, anatomically correct hand, five fingers total, one clearly identifiable index finger. The pointing arm must be readable from shoulder → upper arm → elbow → forearm → wrist → hand → index finger as one continuous anatomically coherent limb. No disconnected hand, no shortened forearm, no extreme foreshortening that hides the arm structure. The OTHER hand holds exactly ONE school textbook. The textbook is clearly recognizable as a textbook, with a rectangular book shape, visible cover and realistic thickness. The character holds it naturally and securely. The textbook must remain completely visible inside the cut-in panel and must not be cropped by the panel border. The pointing gesture and textbook must be simultaneously visible and immediately understandable. [CAMERA AND FRAMING] Dynamic upper-body close-up. Camera positioned approximately at the character's upper-torso level, with a slightly dramatic game-cut-in perspective. Use a three-quarter or near-side-oriented composition that clearly displays both the character's facial expression and the straight pointing arm. The extended arm travels primarily across the width of the cut-in panel rather than directly toward the camera. Avoid aggressive perspective distortion. Do NOT make the pointing hand enormous. Do NOT hide the face behind the arm. Do NOT crop the pointing hand or textbook. The face, pointing gesture and textbook must all be readable simultaneously. The character is deliberately scaled small enough within the cut-in to ensure the ENTIRE upper-body action fits safely inside the panel. Maintain generous safe margins on all sides. [GAME CUT-IN VISUAL EFFECTS] Inside the cut-in only, use subtle dramatic speed lines, directional streaks, sharp geometric accents, restrained impact lines and classic late-1990s Japanese RPG interface effects. These effects emphasize the direction of the pointing gesture. Effects must remain subordinate to the character and must also stay within the panel. Strong visual separation between: dark classroom background and bright, sharp, high-contrast character cut-in. The character inside the panel is significantly brighter, sharper, more saturated and higher contrast than the classroom background. [PLAYSTATION 1 AESTHETIC] Authentic original PlayStation-era Japanese game screenshot aesthetic, circa late 1990s. 32-bit console presentation, low-resolution rendered appearance, slightly jagged polygon-era interface edges, pixel-stepped diagonal lines, subtle texture compression, limited color gradients, modest dithering, old CRT-era game graphics sensibility. A polished Japanese RPG or adventure-game cut-in from the original PlayStation generation. Do not make it look like a modern HD anime screenshot. Do not make it look like a modern mobile game. Do not make it look like a clean contemporary vector UI. Preserve the nostalgic PS1-era visual limitations while maintaining attractive professional game-art direction. [FINAL PRIORITY] Priority order: 1. huge dominant cut-in panel, 2. entire upper-body character action completely contained inside the panel, 3. straight pointing arm and clearly extended index finger, 4. textbook clearly visible in the other hand, 5. character face clearly visible, 6. authentic PlayStation-era game-screen aesthetic, 7. dark subdued modern classroom background. The final image must instantly read as: "a dramatic character cut-in suddenly appearing over a darkened classroom during a late-1990s PlayStation Japanese game." ,Chapi_01, anime, bold lineart, limited color palette, halftone screentone texture, flat shading, exaggerated expressions, monochromatic tones with vivid color pops, loose sketch energy, edgy alternative aesthetic, graphic novel composition, high contrast
- Mode
- ultra
- Розмір
- 2048 x 2048
- Негативні
- front view, frontal view, front-facing character, facing viewer, three-quarter view, 3/4 view, three-quarter face, semi-frontal view, diagonal face angle, oblique character view, looking at viewer, eye contact with camera, head turned toward camera, torso facing camera, front-facing shoulders, character outside cut-in, body outside panel, head outside panel, hair outside panel, arm outside panel, hand outside panel, finger outside panel, fingertip outside panel, textbook outside panel, crossing panel boundary, breaking frame, overlapping cut-in border, protruding from frame, character breaking out of panel, cropped arm, cropped hand, cropped finger, cropped textbook, cropped head, cropped hair, cut-off arm, cut-off hand, fingertip touching border, insufficient safe margin, character too large for panel, extreme close-up, bent pointing arm, raised pointing arm, downward pointing, pointing toward camera, extreme foreshortening, giant foreground hand, oversized hand, oversized finger, hand covering face, arm covering face, unclear pointing gesture, wrong pointing direction, character looking opposite direction, eyes looking at viewer, multiple pointing fingers, malformed hand, malformed fingers, extra fingers, missing fingers, fused fingers, duplicated fingers, six fingers, extra hand, extra arm, missing arm, disconnected hand, detached arm, broken wrist, twisted elbow, impossible anatomy, missing textbook, multiple textbooks, floating textbook, distorted textbook, deformed book, book fused with hand, textbook hidden behind body, full body, lower body, legs, knees, feet, distant character, tiny character, second character, multiple characters, background students, duplicate character, cloned person, normal full-screen illustration, no cut-in, tiny cut-in, small cut-in panel, multiple cut-in panels, split screen, comic page, manga panels, background-dominant composition, bright classroom, high-contrast classroom, detailed distracting classroom, modern HD anime screenshot, modern mobile game, modern glossy game UI, clean contemporary vector graphics, photorealism, 4K modern graphics, excessive bloom, excessive particles, excessive effects, cluttered interface, speech bubble, dialogue box, subtitles, random text, watermark, logo

