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引擎配方 · 03-boards.md
# 03 — Production Boards (the board set — a pool, not a fixed four)
The board set is a **pool**, not a fixed four. It forms the production bible; the board images are the **image references for final scene generation**. The pool is: **one Character board per main character (normally ≥2)** + **one Supporting Cast / Extras Pool board** (skip if `cast_pool` is null) + **World** + **Composition** + **Lighting**. Each template below is a fill-slot generation prompt: fill `{…}` from `style-lock.json` / `story.json`, send to the image model. Foundation boards (character, world) first, from style ref images; secondary boards (composition, lighting) after, attaching the character + world board images as additional references.
**The board set is the production bible; per-scene generation selects a *subset* of it** (present characters' boards + world/composition/lighting, plus the cast board only when the scene has extras) — see 05. There is **no fixed 4-reference cap**: attach exactly the boards a scene needs.
## Common rules (apply to all boards)
**Produce the board image directly. Do NOT ask clarifying questions, do NOT request more detail, do NOT reply with text — generate the image from the specification given.** (gpt-image is chat-capable and will stall an unattended run by asking follow-ups otherwise — gap-bucket ② / story-v1/014.)
Every board prompt **opens with** `{style_sentence}` and **ends with** the negative block:
> Board sheet on a warm off-white background, clean separated studies, generous spacing, small hand-lettered labels only. Not a story illustration, not a single scene. No logos, no watermarks, no brand names, no fake UI panels, no dense paragraphs of text, no copied reference content. {3-5 top items from negative_style_rules}.
## Board A — Character (one board per main character → 2..N boards)
Normally there are **≥2** of these — one per entry in `character_briefs` (a single Character board only when the story is genuinely single-character, i.e. `solo_justification` is set).
> {style_sentence} Character identity board for {name}: {visual_anchor}. Personality: {personality}.
> Layout: left — large main full-body identity pose; center — neutral front view plus side and back turnaround, one attitude pose typical of the character; right — four to six expression studies, outfit and detail close-ups, close-up of {signature prop from key_props}; bottom strip — solid silhouette study, color palette swatches ({palette}), short identity labels (name, role, traits).
> Same face, same body type, same outfit logic in every view. {character avoids from things_to_avoid.character}.
## Board B — World / Setting
> {style_sentence} World and setting board for this story: {world_brief.anchor}.
> Layout: top — one wide world-overview panel establishing geography and atmosphere; center — thumbnails of key locations: {locations: name + visual, 3-5}; right — material and surface swatches (the world's woods, stones, fabrics, waters as small studies), studies of recurring props: {motif names}; bottom strip — era/technology cue objects (what belongs in this world), color palette swatches ({palette}).
> One material logic, one era, one palette across all panels. {world avoids from things_to_avoid.world}.
## Board C — Composition (secondary; attach boards A+B as references)
> {style_sentence} Composition grammar board for this story, drawn as small simplified thumbnail studies using this story's character and locations (consistent with the reference boards).
> Layout: row 1 — shot distance library: extreme wide, wide, full-body environmental, medium, close-up, object insert; row 2 — camera angle library: eye-level, high angle, low angle, over-the-shoulder, profile, back view, through-doorway; row 3 — depth studies showing distinct foreground / midground / background layering, and character placement patterns: left third, right third, small figure in large space, edge of frame, partially obscured by foreground; row 4 — narrative focal point studies (face, hands, prop, threshold, light source, empty space) and one negative-space quiet composition.
> Thumbnails are grammar samples, not finished scenes; keep them simple and readable. No centered-portrait default anywhere.
## Board D — Lighting / Color (secondary; attach boards A+B as references)
> {style_sentence} Lighting and color board for this story.
> Layout: top — emotional color arc strip: one swatch-and-mini-thumbnail per story beat following {emotional_arc}; center — time-of-day lighting library (morning, midday, evening, night) applied to {primary location}, and interior versus exterior light studies; right — warm/cool contrast studies, the main character under three different lights with face readable in each; bottom strip — material light response (how {2-3 signature materials} catch light), full palette swatches ({palette}) with one accent row.
> Lighting stays simplified per the style: {lighting_logic}. {lighting avoids from negative_style_rules if any}.
## Board E — Supporting Cast / Extras Pool (skip if `cast_pool` is null)
One 16:9 board drawn as a **lineup / casting sheet** of the `cast_pool.figures` (7–8 figures). This is the casting pool for crowd / passerby / onlooker scenes so they stop being avoided. NOT full multi-view turnarounds (too dense to be usable as a reference).
> {style_sentence} Supporting cast / extras casting sheet for this world: {cast_pool.rationale}.
> Layout: a clean lineup of the world's background figures, one study block per figure for all of {cast_pool.figures}: each block — one clear full-body study + one face close-up + a small hand-lettered label ({archetype}); per figure render {visual}. Group them as a casting sheet with generous spacing, varied age, role, and silhouette across the set.
> Shared world palette and material logic across all figures ({palette}); consistent with the world board. These are anonymous background people, not the main characters. {world avoids from things_to_avoid.world}.
## Output handling
Persist each board image before proceeding (OSS in production; local file in spike runs). The board set then goes to 04 (QA). At generation each scene attaches **only its relevant subset** (05) — there is no fixed reference count and no 4-image cap. Regenerate only the board that 04 marks REGEN.