提示词
2x2 grid, 16:9, do this for 4 non copyrighted, public space books // Sphere SDF float sdf_sphere = sdSphere(p, 1.0); // Crack: a noise-modulated cutting plane that splits the sphere float crack = fbm(p) > 0.5 ? 1.0 : 0.0; // left/right // Outer left shell: displace sdf slightly for manuscript relief, then shade with cultural texture. float sdf_exterior = sdf_sphere; // left side only // Interior: carve a hollow region by subtracting a smaller sphere offset, leaving a shell. float sdf_cavern = sdSubtract(sdf_sphere, sdSphere(p - vec3(0.4,0,0), 0.8)); // hollow right side // Tiered architecture: series of nested boxes and cylinders placed along the cavern walls float sdf_arch = tiered_structures(p, epic_cities); // Creatures: SDFs of mythical beasts placed dynamically. float sdf_river = thin_tube(p, epic_river_path); // Soldiers: instanced tiny humanoid SDFs with armor, in formations. // Materials: manuscript = diffuse + normal map from calligraphy brush strokes; architecture = stone/gold PBR; interior light = emissive fire. // Lighting: point light deep inside cavern (fire), area light for studio. // Camera: macro lens, f/2.0, focus on cavern middle, DOF blur background and outer shell edges. // Post: shallow DOF, white studio beyond sphere, no modern elements.
译文
2x2 网格,16:9,为4本非版权、公共空间书籍这样做 // 球形 SDF float sdf_sphere = sdSphere(p, 1.0); // 裂痕:一个由噪声调制的切割平面,将球体分割 float crack = fbm(p) > 0.5 ? 1.0 : 0.0; // 左右 // 外部左侧壳体:轻微位移 sdf 以获得手稿浮雕效果,然后用文化纹理进行着色。 float sdf_exterior = sdf_sphere; // 左侧仅限 // 内部:通过减去一个较小的偏移球体,雕刻一个空心区域,留下一个壳体。 float sdf_cavern = sdSubtract(sdf_sphere, sdSphere(p - vec3(0.4,0,0), 0.8)); // 空心右侧 // 分层建筑:一系列嵌套的箱体和圆柱体沿洞穴墙壁放置 float sdf_arch = tiered_structures(p, epic_cities); // 生物:动态放置的神话生物的 SDF。 float sdf_river = thin_tube(p, epic_river_path); // 士兵:带有盔甲的实例化小型人形 SDF,以队列形式排列。 // 材质:手稿 = 漫反射 + 来自书法笔触的正常贴图;建筑 = 石头/金 PBR;室内灯光 = 发光火焰。 // 灯光:洞穴深处(火焰)的点光源,用于工作室的面积光源。 // 相机:微距镜头,f/2.0,聚焦于洞穴中部,景深模糊背景和外部壳体边缘。 // 后期:浅景深,白色工作室位于球体之外,无现代元素。