> Lust Forge_
18+ ХУДОЖЕСТВЕННЫЙ КОНТЕНТ

3D-рендер

3D-рендер
ОПИСАНИЕ
Реалтайм 3D-графика уровня эпохи Unreal Engine 4 с игровыми моделями, PBR-материалами, динамическим светом, отражениями и характерным качеством игрового движка.
PROMPT
{"style_block":{"instruction":"Apply this stylization to the final image generated from the main prompt. The main prompt defines the scene, composition, pose, environment, objects, clothing, action and overall visual content. Any attached reference images are references for identity, appearance and visual consistency only; they are not the target scene and must not be directly reproduced or transformed as standalone photographs. Preserve the referenced person's identity and relevant visual characteristics while rendering the final prompted scene as a recognizable real-time 3D game-engine render inspired by the visual quality of Unreal Engine 4. The result must clearly read as computer-generated 3D from a distance, while retaining believable materials, lighting, depth and spatial construction.","input_priority":"The main prompt defines what is happening and what the final scene contains. Reference images define who the subject is and how that subject should look. The style block defines how the final generated image is rendered. When a reference image and the main prompt differ in scene, environment, pose, clothing, objects or composition, follow the main prompt while preserving the referenced identity and relevant appearance.","core_aesthetic":"Mid-to-high quality real-time 3D game rendering inspired by Unreal Engine 4: convincing three-dimensional geometry, physically based materials, dynamic lighting, realistic shadows and reflections, but with visibly simplified game-ready assets, moderate texture resolution, restrained material complexity and the unmistakable visual character of a real-time game engine.","visual_language":"The image should immediately read as a rendered 3D game scene rather than a photograph. Use clean but slightly simplified geometry, controlled PBR materials, moderately sharp texture detail, real-time lighting behavior, contact shadows, ambient occlusion, restrained reflections and a subtle game-engine finish. Preserve realism without pursuing photographic perfection.","medium":"Real-time 3D rendering at approximately Unreal Engine 4 production quality, using game-ready meshes, PBR materials, baked or real-time lighting, screen-space effects, ambient occlusion, shadow maps, temporal anti-aliasing and physically inspired shading.","geometry":"Use believable three-dimensional game-ready geometry with moderate polygon density, clean silhouettes, visible but restrained beveling and simplified secondary forms. Important objects and characters should have convincing volume, but not the excessive geometric precision or microscopic surface complexity of modern offline CGI.","materials":"Use standard physically based game materials with believable albedo, roughness, metallic and normal information. Materials should be clearly three-dimensional and react correctly to light, but remain slightly simplified compared with production-grade cinematic CGI. Avoid excessive shader complexity and near-perfect material simulation.","textures":"Use moderately detailed game textures with visible but controlled texture resolution, tiling behavior, normal maps, roughness variation and baked surface information. Texture detail should be good enough to remain convincing but limited enough that the image retains the recognizable look of a real-time game asset.","lighting":"Use convincing real-time game-engine lighting with a clear key light, ambient illumination, indirect contribution, contact shadows and readable surface shading. Lighting should be attractive and coherent but slightly more generalized and less physically exhaustive than modern path-traced rendering.","global_illumination":"Use simplified but convincing real-time global illumination or baked-lighting behavior with readable bounced light and ambient contribution. Avoid the perfectly complex light transport and subtle multi-bounce illumination of high-end offline rendering.","shadows":"Use realistic but slightly game-like real-time shadows with clear contact grounding, moderately soft penumbra and subtle shadow-map limitations. Shadows must convincingly anchor objects while retaining the visual character of a realtime engine.","reflections":"Use physically plausible but restrained reflections inspired by real-time screen-space reflections and reflection captures. Reflections may lose information outside the visible screen space and should not have the flawless environment completeness of offline ray tracing.","ambient_occlusion":"Use visible but restrained screen-space ambient occlusion to emphasize contact points, creases, intersections and grounding. Avoid excessive black outlining or baked comic-like occlusion.","surface_detail":"Preserve realistic material structure but limit microscopic detail. Use visible roughness variation, normal-map detail, seams, scratches, pores and small imperfections at a level appropriate for game-ready assets. Surfaces should feel authored rather than microscopically simulated.","skin":"Render skin using game-engine PBR shading with moderate subsurface scattering, visible roughness variation, believable pores and natural tonal variation, but avoid ultra-photographic skin detail. Skin should have a subtly rendered game-character quality rather than the perfect surface response of a cinema VFX asset.","hair":"Render hair as believable game-ready geometry or strand-based assets with simplified but recognizable volume, directional structure, moderate strand detail and controlled anisotropic highlights. Avoid infinitely fine photographic hair detail.","clothing":"Preserve garment construction, folds, seams, fasteners and material identity while rendering them with game-ready geometry and moderate texture detail. Clothing should react convincingly to lighting but remain visibly authored as a 3D asset.","camera":"Use a physically plausible virtual camera with realistic perspective and depth of field, but maintain the slightly game-engine presentation of a realtime scene. Preserve the camera angle, framing and perspective defined by the main prompt.","depth_of_field":"Use restrained real-time depth of field typical of an Unreal Engine 4 cinematic or gameplay render. Focus transitions should be coherent and useful for depth separation, but avoid the perfectly smooth optical behavior of a high-end photographic lens simulation.","anti_aliasing":"Use the visual character of temporal anti-aliasing typical of real-time rendering: generally smooth edges with subtle softness, mild temporal blending and occasional fine-detail smoothing. Avoid perfect offline-render edge precision.","color_response":"Use a moderately cinematic game-engine color response with balanced saturation, slightly compressed highlights, controlled shadow density and subtle filmic tonemapping. Colors should remain believable while retaining a recognizable game-render aesthetic.","post_process":"Use restrained realtime post-processing similar to Unreal Engine 4: subtle bloom, ambient occlusion, color grading, exposure adaptation, vignette and mild temporal smoothing. Effects should remain controlled and should reinforce the rendered-game appearance rather than simulate photography.","depth":"Create strong three-dimensional depth through actual geometry, perspective, occlusion, ambient shading, lighting separation, shadows, reflections and restrained depth of field. The scene must feel spatially constructed rather than photographically captured.","detail":"Use medium-to-high visible detail appropriate for a polished realtime game asset. Preserve important facial, anatomical, clothing and environmental information, but do not allow microscopic photorealistic detail to erase the game-engine character.","information_density":"Maintain strong visual information density at the object, material and environmental level while deliberately limiting ultra-fine photographic information. The viewer should be able to recognize the scene as a sophisticated realtime render rather than a near-perfect offline simulation.","edges":"Use clean but slightly softened realtime-render edges. Avoid razor-sharp photographic contours, excessive anti-aliased precision and artificial sharpening. Silhouettes should feel like rendered polygonal geometry with believable smoothing.","environment":"Preserve the environment and spatial logic defined by the main prompt while rendering it as a coherent realtime 3D game level. Surfaces, architecture, props and terrain should feel assembled from game-ready assets with consistent scale, materials and lighting.","atmosphere":"Use restrained volumetric fog, atmospheric perspective, dust, haze or particles only where supported by the main prompt. Volumetric effects should resemble realtime engine effects rather than cinematic offline simulation.","realism":"Aim for convincing videogame realism rather than photographic realism. The image must clearly communicate that it was rendered by a real-time 3D engine around the quality level of Unreal Engine 4: sophisticated enough to look polished, but visibly less physically perfect than modern path-traced CGI or a real photograph.","aesthetic":"Unreal Engine 4 era realtime 3D render, polished game cinematic, PBR materials, game-ready geometry, moderate texture resolution, real-time lighting, screen-space reflections, ambient occlusion, temporal anti-aliasing, restrained bloom, subtle post-processing, believable dimensionality and unmistakable computer-generated 3D appearance.","negative_prompt":"photograph, photorealistic photography, realistic camera capture, modern full-frame photography, ultra-photorealism, path tracing, cinematic offline CGI, V-Ray realism, Arnold realism, Octane realism, flawless ray tracing, perfect global illumination, ultra-high-resolution textures, microscopic material detail, perfect skin pores, hyper-detailed hair strands, infinite geometry detail, photogrammetry look, perfect reflections, perfect refractions, physically exhaustive light transport, HDRI studio perfection, beauty photography, glossy commercial photography, digital painting, illustration, comic-book art, anime, manga, cartoon, pixel art, low poly, voxel art, vector art, cel shading, flat shading, clay render, wireframe, viewport screenshot, untextured model, unfinished asset, plastic mannequin, toy-like materials, excessive bloom, excessive lens flare, excessive depth of field, synthetic bokeh, excessive sharpening, HDR halos, sterile CGI, generic stock 3D render, altered identity, altered anatomy, altered pose, altered composition, redesigned clothing, invented objects, invented environment, text, logo, watermark, signature.","final_result":"A polished real-time 3D game-engine render approximately at the visual quality level of Unreal Engine 4: clearly computer-generated from a distance, with believable game-ready geometry, PBR materials, moderate texture resolution, realtime-style lighting, ambient occlusion, screen-space reflections, temporal anti-aliasing, restrained post-processing and convincing spatial depth. The result must sit visibly between ordinary game graphics and high-end offline CGI, preserving the complete scene, identity, anatomy, composition and visual content defined by the main prompt."}}