Template PROMPT
Template PROMPT
Prompt BASE
Subject: [quem ou o que é o foco principal da cena]
Action: [ação física dominante, verbo claro no presente]
Camera: [shot size] + [movement] + [angle] + [lens/depth]
Style: [categoria visual] + [lighting] + [color treatment] + [texture]
Audio (opcional): [som ambiente / silêncio / efeitos específicos]
Prompt com TEMPO (Caso a IA permitir)
Subject: [quem ou o que é o foco principal da cena]
ENVIRONMENT: [Mais detalhes do Cenário]
Style: [categoria visual] + [lighting] + [color treatment] + [texture]
Audio (opcional): [som ambiente / silêncio / efeitos específicos]
TIMELINE:
Takes/Cenas (Altere o tempo como deseja):
0:00–0:04 → [Ação ,Camera e Detalhes]
0:04–0:08 → [Ação ,Camera e Detalhes]
0:08–0:12 → [Ação ,Camera e Detalhes]
0:12–0:15 → [Ação ,Camera e Detalhes]
📚BIBLIOTECA
📚 BIBLIOTECA DE CONTROLE (Para preencher o template)
🎥 CAMERA — Tipos de Plano (Shot Size)
• Wide Shot
Mostra ambiente e contexto.
Bom para introdução de cena e escala.
• Medium Shot
Equilíbrio entre personagem e cenário.
Ideal para diálogo e ação moderada.
• Close-Up
Foco em emoção, detalhe ou expressão.
Aumenta intensidade dramática.
• Extreme Close-Up
Detalhe extremo (olhos, mãos, objeto).
Usado para impacto visual ou tensão.
🎬 CAMERA — Movimentos
• Static / Locked-Off
Câmera parada.
Sensação estável, controlada, formal.
• Pan
Movimento horizontal.
Revela informação lateralmente.
• Tilt
Movimento vertical.
Mostra altura ou revela algo acima/abaixo.
• Dolly In
Câmera se aproxima fisicamente.
Aumenta tensão ou importância.
• Dolly Out
Câmera se afasta.
Cria distanciamento ou conclusão.
• Tracking Shot
Acompanha o personagem.
Gera imersão e dinamismo.
• Handheld
Leve instabilidade.
Sensação realista, documental ou intensa.
• Crane / Aerial
Movimento vertical amplo.
Usado para escala épica ou revelação.
📐 CAMERA — Ângulos
• Eye-Level
Neutro, natural.
• Low Angle
Câmera abaixo do sujeito.
Passa poder, imponência.
• High Angle
Câmera acima do sujeito.
Passa vulnerabilidade ou fragilidade.
• Over-the-Shoulder
Ótimo para diálogo e perspectiva.
• POV (Point of View)
Mostra exatamente o que o personagem vê.
Alta imersão.
🔍 LENTES / PROFUNDIDADE
• Wide Lens
Mais distorção, mais ambiente visível.
Ótimo para cenas dinâmicas.
• Telephoto Lens
Fundo comprimido, sensação mais dramática.
Boa para retratos e ação à distância.
• Shallow Depth of Field
Fundo desfocado.
Foco emocional no sujeito.
• Deep Focus
Tudo nítido.
Boa para cenas com muita informação no espaço.
💡 ILUMINAÇÃO
• Soft Natural Light
Luz difusa e suave.
Visual orgânico, lifestyle, realista.
• Hard Light
Sombras marcadas.
Dramático, intenso.
• Moody Lighting
Baixa luz, alto contraste.
Suspense, drama.
• High-Key Lighting
Cena clara, poucas sombras.
Comercial, leve, positivo.
• Backlight
Luz vindo de trás do sujeito.
Cria silhueta ou destaque visual.
• Neon / Colored Light
Luzes coloridas intensas.
Estética futurista ou urbana.
🎨 COLOR GRADING / TRATAMENTO DE COR
• Desaturated
Cores reduzidas.
Tom sério ou dramático.
• Vibrant
Cores fortes.
Energia, comercial, redes sociais.
• Cool Tones
Azulado.
Clima frio, tecnológico.
• Warm Tones
Amarelado/alaranjado.
Clima acolhedor ou nostálgico.
• High Contrast
Pretos fortes, luz intensa.
Impacto visual.
🎞 TEXTURA / ACABAMENTO
• Film Grain
Grão cinematográfico.
Sensação de filme tradicional.
• Hyper-Realistic Detail
Máximo nível de detalhe e nitidez.
• Motion Blur
Borrão de movimento.
Velocidade e dinamismo.
• Clean Digital Look
Visual moderno e polido.
🔊 ÁUDIO (Se relevante)
• Ambient Sound Only
Som ambiente natural.
• No Music
Sem trilha sonora.
• Heavy Breathing
Intensidade física.
• Crowd Noise
Contexto social.
• Wind / Rain / Impact Sounds
Aumenta imersão.
⏱ QUANDO USAR DIVISÃO POR TEMPO
Use quando houver:
Transformação
Luta
Perseguição
Construção progressiva
Mudança emocional clara
Takes e cenas diferentes
Evite quando for uma ação simples e contínua.
Personagem Consistente
A high-definition, clean, minimalist character design board / character turnaround reference sheet, set against a pure white background. The overall presentation should resemble a professional game art character modeling sheet, fashion design reference page, character design sheet, or character turnaround board. The layout should be neat and well-organized, with clearly divided information sections, a realistic and premium visual quality, consistent lighting, and strict character consistency throughout. On the left side of the composition, show the character’s full-body three-view turnaround, occupying the main visual area, including: 1. Front full-body standing pose 2. Left-side full-body standing pose 3. Back full-body standing pose All three figures must be the exact same character, with identical facial features, hairstyle, clothing, body shape, and height proportions. The standing pose should feel natural, with both arms hanging naturally at the sides. This should be suitable as a character modeling reference. The camera angle should be eye level, with neutral studio lighting, no obstruction, no exaggerated perspective, and no complex background. The right side of the composition should be divided into two sections: In the upper-right section, place six headshot / head-angle reference images of the same character, arranged neatly to show different head perspectives, including: - Front-facing portrait - Slight downward angle showing the top of the head - Back of the head / rear head view - Left-side facial profile - A near-side-angle comparison view (this line was slightly unclear in the source and may not be exact) - 3/4 profile portrait The head references should have clear facial features, visible hair parting, and consistent facial structure, making them suitable as head design references. In the lower-right section, place six close-up detail images of the character, arranged into a clean grid, showing key design details, including: - Close-up of the upper garment fabric texture - Front close-up of the lower-body clothing - Close-up of the hip / tailoring detail - Close-up of the leg or skin texture detail - Close-up of the eyes or facial feature details - Full close-up of the shoes as a standalone item All detail images must match the main character’s outfit and appearance exactly. Materials should look realistic, and the details should be clean and precise, suitable as clothing and accessory modeling references. Overall style requirements: Minimalist, professional, realistic, unified, clean, and premium, similar to a character design board, fashion design reference sheet, 3D character modeling reference page, or character turnaround presentation board. The character edges should be sharp, garment shapes should be clearly defined, hair strands should appear natural, skin should look refined, and material rendering should be accurate. The overall layout should have generous white space, as if it were made by a professional concept art team. Character setup: [Character appearance description] Output requirements: Landscape composition, white background, full character visible, no cropping, no extra props, no explanatory text, no logo, no watermark, no UI interface elements, no like/save buttons, and no social-media-screenshot appearance.
Prompt Pós-processamento
Add the following details to this image while keeping the subject's appearance, outfit, and hairstyle unchanged:
{ "camera": { "model": "Mamiya RZ67", "lens": "110mm f/2.8" }, "film": { "type": "Kodak
Portra 800" }, "skin_details": { "pores": "visible fine pores", "texture": "natural micro-relief skin
texture", "vellus_hair": "subtle", "freckles": "natural" }, "shading": { "subsurface_scattering":
"melanin-based", "roughness": { "cheeks": "slightly higher", "t_zone": "slightly lower" },
"specular": { "model": "GGX", "ior": 1.48 } }, "geometry_detail": { "micro_displacement": true,
"normal_map": "high-resolution" }, "lighting": { "key_light": "soft 45-degree", "fill_light": "low
intensity" }, "post_processing": { "plastic_skin": false, "over_retouching": false,
"noise_reduction": "minimal" } }
Consistenscia
Generate a model reference sheet based on the provided image, with standard model proportions.
Layout: Left panel: full-body views of the model – front, side, and back Right panel: headshots –
front, profile, 3/4 view
Background: plain white, evenly lit
Style: realistic, high-detail, accurate anatomy, natural posture
Ensure the model’s proportions, body structure, and facial features match the reference image.
Output should be suitable for character turnaround reference, fashion model sheet, or 3D
modeling reference.
No explanatory text, no logo, no watermark, no UI interface elements, no like/save buttons, and
no social-media-screenshot appearance.
Prompt para Adição de Roupa
The model is wearing this outfit, front view only, clean white background.
Prompt para Folha inteira de Consistência Corpo
A high-resolution studio photograph with a 16:9 aspect ratio, presented as a triptych divided into three vertical panels side-by-side. The central subject is the person from [REFERENCE IMAGE], maintaining 100% rigorous consistency in their physical characteristics, body type, hair, and clothing across all three panels.
Left Panel: A full-body photo of the person at a half-profile angle, turned slightly to the left.
Central Panel: A full-body photo of the person in a complete and accurate side profile, turned to the left.
Right Panel: A full-body photo of the person seen entirely from the back.
The background in all three panels is a solid, continuous white studio wall with soft, even, and diffused lighting, without harsh shadows. The focus is sharp throughout the person's figure. Natural and photorealistic colors.
Prompt para Folha inteira de Consistência ROSTO
após isso, Junte os dois.
High-resolution studio photograph with a 9:16 aspect ratio presented as a triptych divided into three horizontal panels from top to bottom. The central focus is the face of the person in the [REFERENCE IMAGE], maintaining 100% consistency in their features, hair, and accessories across all three panels.
Top panel: Close-up portrait of the person looking directly ahead (front view).
Second Central Panel: Close-up portrait of the person in half-profile (three-quarter angle), slightly turned to the left.
Bottom panel: Close-up portrait of the person in full and precise side profile, turned to the left.
The background in all three panels is a solid, continuous white studio wall with soft, even, and diffused lighting, designed to enhance facial textures without harsh shadows. The focus is extremely sharp on the eyes and face in each panel. Natural and photorealistic colors.
Prompt para o Gemini GEM
You are a world-class fashion film director. Generate a 3×3 cinematic storyboard grid (9 frames). Based on the provided reference images and scene, analyze the visuals to identify the main subject. Maintain strict consistency in the character’s appearance, proportions, materials, colors, and overall style across all frames. Ensure complete character continuity. Do not repeat shots or reuse identical compositions. The storyboard should follow a high-end fashion editorial narrative structure: product close-up introduction → environmental wide shot → dynamic movement → product detail → emotional portrait → extreme close-up → narrative progression → dramatic angle → final hero shot Output requirements: Image only, 16:9 aspect ratio, 4K resolution, No text or logos
Prompt para Vídeo
Follow the storyboard @Imagem_do_StoryBoard from left to right, top to bottom, covering all shots.
Generate a cinematic fashion video waaith the model @Imagem_da_Modelo (Maintain 100% consistency in your face, hair, and eyes.), highlighting product details. Refined
fashion editorial aesthetic with a clear focus on the dress and boots as hero pieces @Imagem_do_Outfit (Maintain 100% consistency of the garment exactly as in the reference image.)
Prompt que criei para o Personagem
Prompt positivo:
full body fantasy tribal warrior girl, young female hunter, slim athletic body, pale slightly tanned skin, intense green long hair, straight bangs, large side ponytail flowing to the right, serious confident expression, delicate anime-inspired face, green eyes, wearing dark leather tribal helmet with metal plates and small spikes, barbarian forest hunter outfit, revealing dark leather crop top, short tribal skirt made of leather, fur, bones, small skulls and rustic amulets, asymmetrical striped leg stockings, heavy green and black boots, leather and metal spiked bracelets, small tribal tattoos on arm, holding a huge shamanic bone axe staff, large animal skull on top of the weapon, bones stacked along the handle, vines, moss and roots wrapped around the staff, savage fantasy style, tribal punk aesthetic, medieval forest warrior, highly detailed character design, game concept art, stylized 3D render, clean white background, full body, centered composition, sharp details, high quality, fantasy RPG character, dramatic but clean studio lighting
Prompt negativo:
realistic photo, modern clothes, city background, extra arms, extra legs, deformed hands, bad anatomy, low quality, blurry, cropped body, duplicate character, too much armor, futuristic sci-fi, long dress, cute princess style
Ficha completa para o Personagem
Crie uma ficha de personagem de produção complexa no estilo UE5 MetaHuman para o personagem descrito abaixo.
Use continuidade de produção rigorosa. O personagem deve permanecer idêntico em todas as visualizações. Preserve a identidade facial, proporções corporais, penteado, traje, acessórios, marcações e todos os detalhes assimétricos esquerdo/direito.
Use um layout de referência de personagem 3D técnico, não um pôster glamoroso. Inclua visualizações corporais em estilo ortográfico, iluminação de estúdio limpa, fundo neutro, bordas de painel, linhas de chamada, rótulos de marcos corporais, painéis de detalhes de superfície, referência de mãos/pés, referência de cabelo/estilo, e painéis de detalhes de figurino. Esquerda e direita são sempre da perspectiva do personagem. Nunca espelhe detalhes assimétricos entre as visualizações.
Separe a documentação corporal neutra da documentação de figurino complexa. Use um traje base simples e legível para painéis de medição corporal. Coloque roupas complexas, armaduras, vestimentas assimétricas, adereços e acessórios em painéis de figurino.
TIPO DE PERSONAGEM:
[humano / humanoide / criatura de fantasia / robô / alienígena / semelhante a animal / estilizado / realista / outro]
RESUMO DO PERSONAGEM:
[descrição curta do personagem]
PERFIL DEMOGRÁFICO BASE:
[Insira o perfil demográfico em pé aqui]
IDADE / IDADE APARENTE:
[idade ou idade aparente]
ALTURA E CONSTITUIÇÃO:
[altura exata ou aproximada] | [magro / atlético / médio / musculoso / pesado / robusto / específico de criatura]
ESTILO DE PROPORÇÃO:
[realista 7–7.5 cabeças / moda 8 cabeças / heroico / chibi / específico de criatura / estilizado]
DESIGN DE ROSTO E CABEÇA:
[formato do rosto, olhos, nariz, lábios, mandíbula, expressão base] | [cor do cabelo, comprimento, textura, franja, divisão, chifres, orelhas, capacete, capuz, crista, etc.]
PELE / SUPERFÍCIE:
[tonalidade da pele, poros, cicatrizes, tatuagens, maquiagem, pelagem, escamas, metal, superfície de armadura, etc.]
TRAJE / ARMADURA:
[descreva o traje completo]
DETALHES ASSIMÉTRICOS:
[Liste o lado exato da perspectiva do personagem. Exemplo: recortes no lado esquerdo do personagem, cicatriz sobre o olho direito do personagem, tatuagem no ombro esquerdo do personagem.]
ACESSÓRIOS / ADEREÇOS:
[jóias, armas, bolsas, dispositivos, asas, cauda, etc.]
VISUALIZAÇÕES OBRIGATÓRIAS:
1. Visualização frontal
2. Visualização 3/4 esquerda
3. Perfil esquerdo
4. Visualização traseira
5. Visualização 3/4 direita
6. Perfil direito
7. Visualização olhando para cima
8. Pose de ação
9. Painel de medição corporal e marcos
10. Close-ups de detalhes de superfície
11. Close-ups de mãos e pés
12. Painel de cabelo/estilo ou detalhes de cabeça
13. Painel de detalhes de traje/armadura/adereço
RÓTULO E ESTILO VISUAL:
[rótulos mínimos / chamadas numeradas / caixas de rótulo em branco] | [estilo UE5 MetaHuman, renderização realista, anime estilizado, fantasia sombria, superfície dura sci-fi, etc.]
BLOQUEIOS IMPORTANTES DE CONTINUIDADE:
[repita os recursos inegociáveis aqui]
Prompt que usei para o StoryBoard
Generate a professional film storyboard image, strictly replicating the following layout: White background, thick black grid lines, 5 columns aligned to the top.
Column 1: Black circle numbers ① ② ③ ④ ⑤ ⑥.
Column 2: Story scene illustration for that column (maximum width).
Column 3: Header "VISUAL:", with an English description of the scene content below.
Column 4: Header "CAMERA:", with an English description of the shot and movement below.
Column 5: Header "SE / BGM:", with an English description of the sound effects and music below.
Bottom: A black information bar, from left to right: TITLE: [Title] | DURATION: 60 sec | FORMAT: 9:16 | STYLE: [Style] | NOTES: [Notes] | PROD NOTES: [Production Notes]. Art Style: Realistic 3D rendering, UE5 MetaHuman style, dark fantasy pirate aesthetics, toxic green and bone white tones, bright tropical jungle environment, giant palm trees and ferns, sunlight beams penetrating the canopy, epic action, stone fragments and leaves replace blood, no gore.
Environment: Realistic tropical jungle style, tall palm trees, giant ferns, sandy paths, exposed tree roots, sunlight beams penetrating through the gaps in the canopy, distant mist, ancient stone statue remains half-buried in vegetation.
Character Consistency: GRIM — Bright green side-parted bangs, high ponytail tied with a metal ring, large yellow-green eyes, blue striped battle markings under the eyes (left eye only). Black sailor-collar cropped top, large bow, brass buckles. Spiked metal wristbands on both arms (left arm with chain, right arm without). Brown leather wide belt, hanging three trophy skulls (left painted red, center natural color, right painted green). Black ripped shorts. Left leg: Black and gray striped over-the-knee stocking (damaged); Right leg: Bare leg with black and gray striped ankle stocking (damaged). Heavy green armored boots with claw-shaped metal toes. Giant skull-crushing hammer: The top is a complete bull skull embedded in a spiked metal ring; the spine handle is wrapped with chains and vines; three small skulls adorn the middle section. Brass goggles are always pushed up to the forehead (cannot be worn over the eyes).
Six-frame, 60-second vertical epic battle "GRIM — Jungle Ambush" — From Jungle Walk to Statues Collapsing:
① VISUAL: Low-angle tracking. GRIM drags her giant skull-crushing hammer along a sandy path in a tropical jungle. The bull skull head scrapes deep grooves in the ground, kicking up sand and fallen leaves. Sunlight streams through the palm canopy, illuminating her green ponytail and goggles. Her left leg's black and gray striped stocking is covered in sand, and her bare right leg's bandages are lightly brushed by ferns. In the distance, the head of an ancient stone statue, half-buried in vegetation, faintly reveals glowing eye sockets.
CAMERA: Low-angle tracking, handheld, shallow depth of field with blurred foreground ferns.
SE/BGM: SE: Heavy hammer dragging on sand, rustling leaves, armored boots crunching on sand. BGM: Jungle drumbeats and bass brass.
② VISUAL: Close-up. GRIM stops and looks up. Her yellow-green eyes are illuminated by beams of sunlight, and she pushes her goggles tighter. Suddenly, the ground shakes—the sandy path bursts open, and a jungle guardian, composed of ancient stone statues and giant tree roots, rises. Its head is a giant stone cat skull covered in moss, its eye sockets burning with emerald energy, and its arms are made of thorny palm trunks and stones. One corner of her mouth curls up in a smirk (Expression #1).
CAMERA: Close-up, focus shifts from GRIM's eyes to the guardian's rising stone arms.
SE/BGM: SE: Her soft laughter, the ground trembles, rocks shatter, tree roots tear apart. BGM: Brass suddenly rises, strings tense.
③ VISUAL: Wide-angle motion. The Guardian swings her spiked stone arm across GRIM, smashing a palm tree, leaves and wood chips exploding. GRIM leaps backward—a backflip with wuxia-style light footwork, her left leg, striped stocking, straightens in mid-air, her right leg, bare, bends to gather power, both hands gripping the handle of the spinal hammer. She flips 360 degrees in mid-air, her twin ponytails flying horizontally, then lands lightly on a fallen giant tree, crouching to stabilize herself, hammer on her right shoulder. The three belted skulls shake violently from the impact.
CAMERA: Wide-angle motion, 120fps slow motion feel, following GRIM's backflip arc.
SE/BGM: SE: Stone arm strikes tree, tree breaks, backflip sound, leaves explode. BGM: Heavy percussion.
④ VISUAL: Dynamic tracking. GRIM swung the chain of her skull-crushing hammer, wrapping it around the Guardian's stone neck. Using her weight to pull back, she braced her left leg, a striped stocking, against a giant tree for leverage, while her right leg, bare, propelled her forward. The chained bracers on her left arm tightened, while the spiked bracers on her right arm scraped against the tree bark. She sprinted up the Guardian's arm like a pirate boarding a ship, the hammerhead leaving bone marks as it dragged along the ground, scattering moss and stone fragments in her wake.
CAMERA: Dynamic tracking, handheld vibration, focus locked on the sprinting trajectory.
SE/BGM: SE: Chains whistling, the chain on her left arm tightening and rubbing, the bracers scraping against the tree bark, her low growl. BGM: Industrial drumbeats accelerating.
⑤ VISUAL: Medium shot + extreme close-up ECU. GRIM leaps above the Guardian's head, gripping the spinal hammer handle with both hands, raising it high above her head. The top of the hammer, a bull's skull, faces the camera, her eye sockets reflecting emerald green energy. Her expression shifts to bloodthirsty grin (Expression #4 — fangs exposed, eyes gleaming). Vertical downward slash—a bull's skull crashes into the Guardian's skull. Impact frame: Emerald energy cascades from the crack like a waterfall, shards of stone and moss scatter like snowflakes, no blood. Her asymmetrical legs fully extend at the moment of the slash: her left leg, striped stocking behind, her right leg bare forward, forming a perfect split for the strike. Sunlight beams down from above, illuminating the energy burst.
CAMERA: Medium shot followed by an extreme close-up of the ECU, a vertical overhead shot following the slash's trajectory, slow motion to the contact frame.
SE/BGM: SE: The hammer hums as it charges, the bone shell shatters with the final impact, energy bursts forth, shards explode. BGM: Orchestral chorus of the final impact, chorus peak.
⑥ VISUAL: Wide-angle aftermath. The Guardian leans forward, crashing into the jungle ground, a massive pillar of sand and emerald energy rising into the air, startling a flock of colorful parrots. GRIM landed lightly on the guardian's broken skull, one foot landing on its eye socket. The skull-crushing hammer slung back over her right shoulder, chains dangling. She adjusted her goggles (her signature move), flicked the sand and moss from her green ponytail, and flashed a battle grin (Expression #2). Sunlight streamed down from the palm canopy, illuminating her asymmetrical legs and the three swaying skull belts. The jungle fell silent, save for the falling pebbles and leaves.
CAMERA: Wide angle, rapid zoom-out, focus shifts from GRIM to a panoramic view of the jungle.
SE/BGM: SE: The behemoth falls, rocks crack, sand rises, chains jingle, parrots take flight, her light breathing. BGM: Triumphant brass theme concludes.
Bottom Information Bar:
TITLE: GRIM — Jungle Ambush | DURATION: 15 sec | FORMAT: 16:9 | STYLE: Epic dark-fantasy pirate action, UE5 MetaHuman photoreal render, tropical jungle environment, stone guardian combat, wuxia mobility, no gore | NOTES: Jungle ambush narrative—from strolling to taking down the stone guardian. Emerald energy dissipates, replacing blood. The goggles being pushed up is the signature finishing move. | PROD NOTES: Goggles must always be pushed up to the forehead, never worn over the eyes. Asymmetry is the core of the identity—the left leg has a black and gray striped over-the-knee sock (damaged), the right leg is bare with a short sock (damaged), and must become the focus of the image in the 3rd aerial frame and the 5th split slash. The left arm chain wrist guard must be clearly visible in the 4th sprint frame. The three belt skull paint marks (left red, center neutral, right green) must remain clear during movement. The giant hammer must convey a realistic sense of weight, and the bone texture of the hammerhead (made of bull skull) and the spinal handle must be legible. The green hair must retain a vibrant green sheen under jungle sunlight, without any yellowish tinge. The blue battle markings are only present on the left eye. The stone guardian statue must be constructed of stone and tree roots, without any biological internal organs. The jungle environment must include tall palm trees, giant ferns, sandy paths, beams of sunlight, and a half-buried stone statue. There should be no superimposed text, and no character names should appear (except for the title card). There are no static shots throughout the entire film.
Prompt que usei para o Vídeo
Use o storyboard fornecido como referência principal de visual e movimento com base nele crie um vídeo cinematografico de [Duração] Mantenha a sequência e o fluxo exatos de todos os quadros.
Leia os painéis do storyboard como tomadas sequenciais, não como uma única imagem. Siga a ordem dos painéis, a lógica da câmera, o posicionamento, as setas de movimento e o enquadramento. Não mostre painéis do storyboard, números, rótulos, texto, caixas vermelhas ou setas azuis no vídeo final.
[Descreva aqui com mais detalhes a historia.]
ESTILO: [Descrevs o estilo, Iluminação, Clima e etc...]
AMBIENTE: [Descreva o cenário com mais detalhes]
HUMOR: [Descreva a sensação que a cena deve passar.]
LÓGICA DE COR: [Descreva o Tom da cor, Se é quente ou frio...]
Estilo: ultrarrealista, 4K, cinematográfico, alto contraste, detalhes nítidos, energia intensa, transições suaves, movimento coeso do início ao fim.