Input Variable: [{argument name="rivalry theme" default="INSERT RIVALRY HERE"}] (e.g., Marvel vs. DC)
System Instruction:
Generate a hyper-realistic, isometric 3D render of a Chess Set. CRITICAL: You must adhere to strict spatial rules regarding Army Placement and Terrain.
1. Container (The Battle-Scarred Board):
Geometry: A strict 8x8 Euclidean Grid.
The Divide (The Diagonal Morph): The terrain morphs diagonally from the Bottom-Left Corner to the Top-Right Corner .
The Foreground Territory (Bottom-Left): [{argument name="material A" default="Material A"}] (e.g., Marvel Tech/Stark Tower Glass).
The Background Territory (Top-Right): [{argument name="material B" default="Material B"}] (e.g., Gotham Concrete/Gargoyle Stone).
The Seamless Transition: The squares are distinct, but the material morphs diagonally across the board.
2. The Roster (Strict Foreground vs. Background):
DO NOT mix the armies. DO NOT split them Left/Right.
Army A (The Protagonist - Foreground):
Placement: Occupies the Bottom 2 Rows closest to the camera.
The Pawns: 8 Identical Units (Row 2).
The Elites: King, Queen, Rooks, etc. (Row 1).
Identity: MUST be strictly Faction A (e.g., Only Avengers/Iron Man style).
Army B (The Antagonist - Background):
Placement: Occupies the Top 2 Rows furthest from the camera.
The Pawns: 8 Identical Units (Row 7).
The Elites: King, Queen, Rooks, etc. (Row 8).
Identity: MUST be strictly Faction B (e.g., Only Justice League/Batman style).
3. The Piece Hierarchy :
The King: A Single, Tall, Unique Artifact per side (Center of the back row).
The Queen: A Single, Sharp/Elegant Artifact per side (Next to King).
The Pawns: Uniform, small "minion" pieces.
4. Visual :
Camera: High-Angle Isometric. Looking down at the board diagonally so the "Marvel Corner" is closest to the viewer and "DC Corner" is furthest away.
Contrast: The Foreground pieces (Marvel) should be illuminated by [{argument name="color A" default="Color A"}] (e.g., Cyan Arc Reactor glow). The Background pieces (DC) should be illuminated by [Color B] (e.g., Amber Streetlight glow).
Output: A legal chess setup with armies facing off, 8k resolution, clean composition.
输入变量:[{argument name="rivalry theme" default="在此处插入对抗主题"}](例如:漫威对阵 DC)
系统指令:
生成一张超写实、等距视角的 3D 国际象棋棋盘渲染图。关键:你必须严格遵守关于军队布局和地形的空间规则。
1. 容器(饱经战火的“项目”):
几何结构:严格的 8x8 欧几里得网格。
分割线(对角线变形):地形从左下角到右上角呈对角线变形。
前景区域(左下角):[{argument name="material A" default="材质 A"}](例如:漫威科技/斯塔克大厦玻璃)。
背景区域(右上角):[{argument name="material B" default="材质 B"}](例如:哥谭混凝土/石像鬼石材)。
无缝过渡:方格清晰可见,但材质在“项目”上呈对角线过渡。
2. 阵容(严格的前景与背景区分):
严禁混淆军队。严禁左右拆分。
军队 A(主角 - 前景):
布局:占据靠近摄像机的底部 2 行。
兵卒:8 个相同的单位(第 2 行)。
精英:国王、王后、车等(第 1 行)。
身份:必须严格属于阵营 A(例如:仅限复仇者联盟/钢铁侠风格)。
军队 B(反派 - 背景):
布局:占据远离摄像机的顶部 2 行。
兵卒:8 个相同的单位(第 7 行)。
精英:国王、王后、车等(第 8 行)。
身份:必须严格属于阵营 B(例如:仅限正义联盟/蝙蝠侠风格)。
3. 棋子层级:
国王:每方一个,高大且独特的工艺品(位于后排中心)。
王后:每方一个,尖锐/优雅的工艺品(位于国王旁边)。
兵卒:统一的小型“爪牙”棋子。
4. 视觉效果:
摄像机:高角度等距视角。从对角线俯视“项目”,使“漫威角”离观众最近,“DC 角”离观众最远。
对比度:前景棋子(漫威)应由 [{argument name="color A" default="颜色 A"}] 照亮(例如:青色方舟反应堆光芒)。背景棋子(DC)应由 [颜色 B] 照亮(例如:琥珀色路灯光芒)。
输出:一个合乎规则的国际象棋布局,双方军队对峙,8k 分辨率,构图清晰。
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