Orbital City Walker Looks Up at Red Planet AI Image Prompt
I. First-Frame Lock (Style & Identity Lock) Use the reference image as the only first frame, and strictly continue the original film's style throughout: cinematic realistic hard sci-fi cosmic imagery, 21:9 ultra-wide aspect ratio, a three-color system of cold white metal + deep-space black + ochre-red planet, the station's built-in orange practical lights remain at constant original brightness, metal panel seams, pipelines, trusses, and hull rivet details maintain ultra-high precision. Must remain unchanged: the structure of the multi-section cylindrical giant module on the left with its annular orange inner cavity, the direction of the central metal catwalk and its pipeline layout, the logic of the silhouette positions of several distant walkers on the catwalk, the giant spherical station body on the right, the mid-ground tower-like spire building cluster, the ochre-red cratered planet occupying a large portion of the upper-right frame with its cold white atmosphere edge, and the deep-space starfield distribution. Do not add spaceships, explosions, light beams, subtitles, or any new objects. Aspect ratio: 21:9 (2.35:1) | Duration: 10 seconds | Frame rate: 24fps cinematic | Tone: silent giant objects, humans as dust, civilization advancing under the planet's shadow II. Storyboard Script (4 continuous narrative segments) Storyboard 1 | 0.0–2.5s [The Silent Breathing of the Steel City] The image begins exactly as the first frame. The entire orbital city is in an extremely slow 'alive' state: the orange light field in the inner cavity of the left cylindrical module maintains constant brightness, with only extremely slow light-dark displacement caused by structural occlusion; several worker silhouettes on the catwalk walk slowly into the distance with consistent footstep rhythm; extremely faint white exhaust mist seeps from pipeline joints and is dissipated by vacuum; the starfield produces extremely slow parallax shift with random positions; the ochre-red planet in the upper right rotates at a speed almost imperceptible to the naked eye, and crater shadows slowly lengthen. Camera movement: extremely slow push-in (slow dolly in), pressing into depth along the central axis of the catwalk, with an extremely slight fuselage vibration feel. Storyboard 2 | 2.5–5.0s [Following the Distant Walker] The camera slowly pushes forward along the central axis of the catwalk; the left cylindrical module sweeps past the left edge of the frame with strong parallax, revealing deeper module layers and truss structures. The lone walker ahead continues walking toward the far end, becoming the narrative anchor of the whole segment; two foreground workers walk out of frame toward a side branch. The rows of orange window lights on the right spherical station are occluded and revealed one by one by structures as the viewpoint changes. Camera movement: slow push-in + extremely slight low-angle upward tilt, uniform speed with no acceleration. Storyboard 3 | 5.0–7.5s [Planet Overhead] The camera continues to push forward and tilts up extremely slowly (tilt up); the ochre-red planet in the upper right continuously rises in the frame and increases in volume, and its crater texture and cold white atmosphere edge layers gradually become clear; the mid-ground tower-like spires and spherical station slowly sink in parallax. At the lower edge of the frame, the lone walker stops, slightly raises their head, and looks up toward the planet, their shoulder and back silhouette fixed in cold light. Camera movement: push-in + slow upward tilt, rhythm seamlessly continues in the same direction as the previous segment. Storyboard 4 | 7.5–10.0s [Civilization and the Giant Object] The camera continues to push forward and completes the upward tilt; the ochre-red planet occupies the main body of the frame, and the surface craters and atmosphere edge details fully unfold; the catwalk and giant modules on both sides converge into steel silhouettes at the lower edge, and the lone walker remains only a tiny black dot still standing toward deep space; the starfield slowly shifts laterally behind the side of the planet. The image steadily freezes and concludes while pushing in. Camera movement: continuous push in + tilt up until the end; at the end, no pull-back, no backward movement, no orbit. III. Unified Camera and Atmosphere Requirements The entire film uses only two types of camera movement: extremely slow straight push-in and extremely slow upward tilt (including slight upward tilt); the four segments connect seamlessly in the same direction and at the same speed, with no whip pan, no fast cuts, no zoom jumps, no lateral orbit. Lighting follows the first frame throughout: station orange practical light + cold light reflected from the planet; brightness, color temperature, and light-dark distribution remain constant, with no light breathing or flicker. Dynamic sources are limited to: people walking, extremely slow planet rotation, starfield parallax, extremely faint exhaust mist, natural light-dark displacement caused by structural occlusion, and slight fuselage vibration. No newly added spaceship takeoff/landing, engine ignition, energy beams, explosions, or space dust storms; no element additions/removals or position drift. No dialogue, no narration, no subtitles, no HUD interface, and no text elements of any kind. IV. Negative Prompt Particle effects, volumetric light, light effects, lens flare, light spots, energy beams, lasers, engine exhaust flames, explosions, lightning, space dust effects, light flicker/jumps, holographic projection, HUD interface, any subtitles/watermarks/LOGOs/speaking mouth shapes, newly added spaceships or drones, newly added characters, newly added buildings, pull-back at the end, camera moving backward, drone orbit, fast transitions, frame flicker, sudden color tone shifts, style drift, planet position drift, structural deformation, perspective collapse, cartoon rendering, 3D plastic texture, over-sharpening, low resolution, blur, noise, excessive shake, aspect ratio distortion
Content: Structure: first-frame lock of reference style/elements; four continuous storyboard beats; unified slow push-in + tilt-up camera, fixed orange/cold lighting, limited motion; negative prompt blocks effects/additions/fast cuts.
Pros: Clear constraints; complete duration/aspect/fps/negatives.
Cons: Very restrictive, low execution tolerance; reference-image dependent.
Reference image: Clearly depends on a reference image as the only first frame.
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