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Orbital City Distant Walker Gazing at Ochre Planet AI Image Prompt

Prompt

I. First-frame lock (Style & Identity Lock) Use the reference image as the only first frame; strictly continue the original film style throughout: cinematic photorealistic hard sci-fi cosmic imagery, 21:9 ultra-wide frame, a three-color system of cold white metal + deep-space black + ochre-red planet, the station's built-in orange practical lights maintain constant original brightness, metal panel seams, pipes, 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 ring-shaped orange inner cavity, the direction and pipe layout of the central metal catwalk, the silhouette position logic of several distant walkers on the catwalk, the giant spherical station body on the right, the tower-like pointed-top building cluster in the midground, the ochre-red cratered planet occupying a large portion of the upper right with its cold white atmospheric rim, 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 specks of dust, civilization advancing under the planet's shadow II. Storyboard script (4 continuous narrative segments) Storyboard 1 | 0.0–2.5s [Silent breathing of the steel city] The image starts exactly from the first frame. The entire orbital city is in an extremely slow 'living' state: the orange light field inside the left cylindrical module maintains constant brightness, with only extremely slow light-dark shifts 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 pipe joints and is dissipated by vacuum; the starfield produces extremely slow parallax offset at 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 dolly in, pressing into depth along the catwalk center axis, with an extremely slight body-shake feel. Storyboard 2 | 2.5–5.0s [Following the distant walker] The camera slowly pushes forward along the catwalk center axis; 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 for the whole segment; two workers in the foreground 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 pressing overhead] The camera continues pushing forward and tilts up extremely slowly; the ochre-red planet in the upper right keeps rising in the frame and increasing in scale, its crater texture and cold white atmospheric rim layers gradually become clearer; the midground pointed-top tower cluster and spherical station slowly sink in parallax. The lone walker stops at the lower edge of the frame, slightly raises the head, looking toward the planet, shoulder and back outline frozen in cold light. Camera movement: push-in + slow tilt up, seamlessly continuing in the same direction as the previous segment. Storyboard 4 | 7.5–10.0s [Civilization and the giant object] The camera continues pushing forward and completes the tilt up; the ochre-red planet occupies the main body of the frame, with surface craters and atmospheric rim details fully unfolded; the catwalk and giant modules on both sides converge into a steel silhouette at the lower edge, the lone walker reduced to a tiny black dot still standing toward deep space; the starfield slowly moves laterally behind the planet's side. The image steadily freezes and resolves while pushing forward. Camera movement: continuous push in + tilt up until the end; the ending does not pull back, move backward, or orbit. III. Unified camera and atmosphere requirements The entire film uses only two types of camera movement: extremely slow straight-line push-in and extremely slow tilt up (including slight tilt up); the four segments connect seamlessly in the same direction and at the same speed, with no whip pan, no fast cuts, no zoom jumps, and no lateral orbit. Lighting continues from the first frame throughout: station orange practical light + cold reflected light from the planet; brightness, color temperature, and light-dark distribution remain constant, with no light breathing or flicker. Dynamic sources are limited to: character walking, extremely slow planet rotation, starfield parallax, extremely faint exhaust mist, natural light-dark shifts caused by structural occlusion, and slight camera-body shake. No newly added spaceship takeoff/landing, engine ignition, energy beams, explosions, or space dust storms; no element addition/removal or position drift. No dialogue, no narration, no subtitles, no HUD interface, and no text elements. 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, ending pull-back, camera backward movement, drone orbit, fast transitions, image flicker, sudden color tone changes, style drift, planet position drift, structural deformation, perspective collapse, cartoon rendering, 3D plastic feel, over-sharpening, low resolution, blur, noise, excessive shake, aspect ratio distortion.

AI Image Content Analysis

Content: Formula: reference-image first-frame lock + four-segment timeline storyboard + unified camera/lighting/motion constraints + negative prompt. Subject: orbital city, ochre-red planet, walker silhouettes; cinematic photoreal hard sci-fi, 21:9, 24fps, 10s; only slow push-in and tilt-up; fixed three-color system and orange practical light.

Pros: Complete structure; clear camera, lighting, and negative constraints aid consistency.

Cons: Very long with excessive restrictions; may exceed model attention and over-constrain natural output.

Reference image: Clearly depends on a reference image, specified as the sole first frame.

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