Diver Looking Up and Reaching Toward Giant Shipwreck AI Image Prompt
I. Overall setup (unchanged throughout) First frame is the reference image: use the given frame as the first frame; composition, diver position, structure of the three shipwrecks, color, and underwater light positions fully continue, with no change in style. Visual style: realistic cinematic fantasy underwater scene (dark-toned oceanic epic texture), 9:16 vertical, ultra-wide low-angle upward view, clear depth layers, slight handheld floating feel, fine film grain Color tone: ink teal-green + indigo + gray-white sea surface skylight, low saturation with rich gradation, dark areas thick and not gray; the reference image's existing natural water-surface light shafts and diver headlamp remain as-is; do not add any glow/halo/particle effects Subject: a diver in a black wetsuit, back to camera, standing on the seabed, carrying an oxygen tank, helmet headlamp facing upward, looking up at the huge ancient sailing ship wreck overhead Environment: a giant wooden galleon seemingly hovering above (hull covered with algae and encrustation, masts and rigging broken), one tilted shipwreck with damaged sails on each side, schools of small fish passing through, seabed covered with fine sand, rocks, and low seaweed Atmosphere keywords: sunken kingdom, confrontation between the small and the giant, breathless awe, time stopped in water II. Storyboard (total 10 seconds, four continuous segments, one action line of 'still standing—moving forward—looking up—reaching out') ① 0.0s – 2.7s | Original composition wide-angle upward view · extremely slow push-in (breathless still standing) The camera starts from the reference image's original position and pushes in extremely slowly toward the diver, almost without moving. He remains still with head raised; his shoulders and back rise and fall very slightly with breathing, and a few bubbles rise slowly; suspended fine sand and plankton in the water drift slowly sideways with the current, scattered fish pass through the frame, and algae and ropes hanging from the ship sway gently in the dark current. ② 2.7s – 5.3s | Low-angle follow · slow forward push (stepping between shipwrecks) The camera stays close to the seabed and follows him as he takes two or three steps forward, kicking up a very light dust cloud of sand; the shipwrecks on both sides slowly shift out of frame due to parallax, stretching the depth. Damaged sails billow and collapse in the current, ropes sway accordingly, and a small school of silver fish darts past his side. ③ 5.3s – 7.9s | Tilt up (looking up along the hull to the bow) The camera slowly tilts up along the giant ship's belly with his gaze: attached algae and barnacle textures pass one by one, holes and broken hull planks reveal inner darkness, then the bow ornament, masts, and tattered sails; schools of fish swim along the hull, and the position of the surface skylight shafts changes slowly with the camera (stay natural, no flicker, no diffusion). ④ 7.9s – 10.0s | Medium close-up · fixed slight push (reaching out to touch) The camera tilts down back to a medium close-up of the diver's shoulders, back, and helmet and does an extremely slow slight push-in: he slowly raises his right hand, reaching toward the giant hull overhead, fingertips feeling slight resistance in the water; a string of bubbles rises slowly from the side of the helmet, passing through the water light above. The camera stays close to the character, without pulling back or zooming out, and the frame naturally concludes on his outstretched hand and upward-looking pose. III. Unified requirements The entire piece is one continuous, slow, weighty underwater movement line, with no jump cuts or hard transitions between the four segments, like a single take The diver's equipment, the structure and positions of the three shipwrecks, seabed layout, color tone, and light positions remain consistent throughout; do not add or remove ship/bio types Use only natural water currents, drifting plankton, rising bubbles, and the physical movement of sails and ropes, at even speed and restrained amplitude The ending does not pull back, float up and leave, or cut to a wide shot IV. Negative prompt No added special effects or light effects: no glowing particles, fluorescence, glow outlines, lens flare, flash bursts, added ray beams, magic light, fog effects, slow-shutter motion trails, accelerated motion, transition effects; no subtitles, text, titles, logos, watermarks, UI, depth data display; no dialogue, no lip-synced speech, no narration; no new elements such as giant beasts, shark attacks, skeleton monsters, ghosts, treasure chests/coins; no modern ships or submarines; do not change style (no anime, no 3D game CG feel, no painterly style); the shipwrecks do not collapse or drift away; no violent camera shake, no distortion, no extra hands/fingers, no character or hull structure breakdown.
Content: Structure: fixed global setup from first-frame reference image; style, color, subject, environment, atmosphere; 10s four-part storyboard (still, forward, tilt up, reach) with camera movement, pacing, physics; consistency and negative constraints.
Pros: Clear timeline and camera plan; strong consistency and negative constraints.
Cons: Overly detailed, easy to lose some elements; heavily reference-image dependent, weak without the image.
Reference image: Clear reference-image dependency; given frame is required as the first frame and continuity source.
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