{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
A massive T-Rex thunders through a quiet American suburban neighborhood, crushing cars and tearing up the streets. The perspective changes every 3 seconds, creating an intense cinematic sequence. Scene 1: Wide aerial shot of a calm neighborhood with neat lawns and parked cars—suddenly, the T-Rex bursts into frame, roaring. Scene 2: Ground-level shot as the T-Rex stomps over a car, metal crumpling under its weight. Houses shake with each step. Scene 3: Handheld chaotic shot showing people fleeing in panic, screaming, looking back in terror as the creature approaches. Scene 4: Close-up of the T-Rex’s jaws and eyes, saliva dripping, roaring toward the camera. High intensity, realistic destruction, dynamic motion, no text.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V20", "system_type": "full_identity_preservation_cinematic_video_system", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled_hard_limited", "humanity_level": "5_percent_controlled_hard_limited" } }, "realism_over_cinema_rule": { "priority": "absolute_over_cinematic_effects", "rules": [ "never_trade_identity_for_style", "never_trade_skin_realism_for_cinematic_look", "block_progressive_stylization", "maintain_photographic_truth" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "body_temporal_lock": { "enabled": true, "rules": [ "maintain_body_proportions_each_frame", "no_limb_drift", "no_mass_shift_over_time", "no_pose_reinterpretation_between_frames" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "skin_highlight_protection": { "enabled": true, "rules": [ "preserve_pores_under_highlight", "prevent_overexposure_on_skin", "maintain_microtexture_in_bright_areas", "block_specular_plastic_effect" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "micro_humanization_layer": { "enabled": true, "hard_limits": { "max_eye_micro_shift_px": 1, "max_head_micro_rotation_deg": 1, "max_skin_variation_delta": 1 }, "rules": [ "micro_movement_allowed_within_limits_only", "no_cumulative_drift", "reset_if_threshold_approached" ] }, "temporal_clamp_system": { "enabled": true, "rules": [ "clamp_all_changes_to_thresholds_per_frame", "prevent_accumulated_variation", "force_identity_reset_if_threshold_exceeded" ] }, "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{"6": {"inputs": {"text": "High fashion editorial photoshoot, of a glamorous woman with platinum blonde,curly hair styled in vintage waves,wearing a partially unbuttoned oversized white shirt that reveals her cleavage and bare legs. She has intricate black tattoos covering her neck, arms, and thighs \u2014 tribal and ornamental patterns. She is seated on a white wooden stool with one foot resting on a rung and the other foot hanging down. Her pose is confident and sensual. Soft diffused lighting from sunset creates a warm, intimate atmosphere. shallow depth of field, ultra-detailed skin texture, cinematic color grading, magazine aesthetic, editorial fashion photography, high resolution, photorealistic.", "clip": ["37", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Positive Prompt)"}}, "8": {"inputs": {"samples": ["31", 0], "vae": ["30", 2]}, "class_type": "VAEDecode", "_meta": {"title": "VAE Decode"}}, "9": {"inputs": {"filename_prefix": "ComfyUI", "images": ["40", 0]}, "class_type": "SaveImage", "_meta": {"title": "Save Image"}}, "27": {"inputs": {"width": 1088, "height": 1344, "batch_size": 4}, "class_type": "EmptySD3LatentImage", "_meta": {"title": "EmptySD3LatentImage"}}, "30": {"inputs": {"ckpt_name": "flux1-dev-fp8.safetensors"}, "class_type": "CheckpointLoaderSimple", "_meta": {"title": "Load Checkpoint"}}, "31": {"inputs": {"seed": 491084855075855, "steps": 20, "cfg": 1.0, "sampler_name": "euler", "scheduler": "simple", "denoise": 1.0, "model": ["37", 0], "positive": ["35", 0], "negative": ["33", 0], "latent_image": ["27", 0]}, "class_type": "KSampler", "_meta": {"title": "KSampler"}}, "33": {"inputs": {"text": "olhos distorcidos, nudez, poses irreais, baixa qualidade", "clip": ["30", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Negative Prompt)"}}, "35": {"inputs": {"guidance": 3.5, "conditioning": ["6", 0]}, "class_type": "FluxGuidance", "_meta": {"title": "FluxGuidance"}}, "37": {"inputs": {"lora_name": "Aiartvn Ultra Realistic Portrait_V1.0.safetensors", "strength_model": 0.0, "strength_clip": 1.0, "model": ["30", 0], "clip": ["30", 1]}, "class_type": "LoraLoader", "_meta": {"title": "Load LoRA"}}, "40": {"inputs": {"enabled": true, "swap_model": "inswapper_128.onnx", "facedetection": "YOLOv5l", "face_restore_model": "GFPGANv1.4.pth", "face_restore_visibility": 1.0, "codeformer_weight": 0.75, "detect_gender_input": "no", "detect_gender_source": "no", "input_faces_index": "0", "source_faces_index": "0", "console_log_level": 1, "input_image": ["8", 0], "source_image": ["55", 0]}, "class_type": "ReActorFaceSwap", "_meta": {"title": "ReActor \ud83c\udf0c Fast Face Swap"}}, "41": {"inputs": {"image": "https://s3.prod.nordy.ai/media/raw/db820adf-ff5b-4269-a032-172d83de5f26.png", "choose file": "image", "File Direct Upload": "image"}, "class_type": "LoadImage", "_meta": {"title": "Load Image"}, "is_changed": NaN}, "55": {"inputs": {"upscale_method": "area", "scale_by": 2.0, "image": ["41", 0]}, "class_type": "ImageScaleBy", "_meta": {"title": "Upscale Image By"}}}
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
A massive T-Rex thunders through a quiet American suburban neighborhood, crushing cars and tearing up the streets. The perspective changes every 3 seconds, creating an intense cinematic sequence. Scene 1: Wide aerial shot of a calm neighborhood with neat lawns and parked cars—suddenly, the T-Rex bursts into frame, roaring. Scene 2: Ground-level shot as the T-Rex stomps over a car, metal crumpling under its weight. Houses shake with each step. Scene 3: Handheld chaotic shot showing people fleeing in panic, screaming, looking back in terror as the creature approaches. Scene 4: Close-up of the T-Rex’s jaws and eyes, saliva dripping, roaring toward the camera. High intensity, realistic destruction, dynamic motion, no text.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V20", "system_type": "full_identity_preservation_cinematic_video_system", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled_hard_limited", "humanity_level": "5_percent_controlled_hard_limited" } }, "realism_over_cinema_rule": { "priority": "absolute_over_cinematic_effects", "rules": [ "never_trade_identity_for_style", "never_trade_skin_realism_for_cinematic_look", "block_progressive_stylization", "maintain_photographic_truth" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "body_temporal_lock": { "enabled": true, "rules": [ "maintain_body_proportions_each_frame", "no_limb_drift", "no_mass_shift_over_time", "no_pose_reinterpretation_between_frames" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "skin_highlight_protection": { "enabled": true, "rules": [ "preserve_pores_under_highlight", "prevent_overexposure_on_skin", "maintain_microtexture_in_bright_areas", "block_specular_plastic_effect" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "micro_humanization_layer": { "enabled": true, "hard_limits": { "max_eye_micro_shift_px": 1, "max_head_micro_rotation_deg": 1, "max_skin_variation_delta": 1 }, "rules": [ "micro_movement_allowed_within_limits_only", "no_cumulative_drift", "reset_if_threshold_approached" ] }, "temporal_clamp_system": { "enabled": true, "rules": [ "clamp_all_changes_to_thresholds_per_frame", "prevent_accumulated_variation", "force_identity_reset_if_threshold_exceeded" ] }, "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{"6": {"inputs": {"text": "High fashion editorial photoshoot, of a glamorous woman with platinum blonde,curly hair styled in vintage waves,wearing a partially unbuttoned oversized white shirt that reveals her cleavage and bare legs. She has intricate black tattoos covering her neck, arms, and thighs \u2014 tribal and ornamental patterns. She is seated on a white wooden stool with one foot resting on a rung and the other foot hanging down. Her pose is confident and sensual. Soft diffused lighting from sunset creates a warm, intimate atmosphere. shallow depth of field, ultra-detailed skin texture, cinematic color grading, magazine aesthetic, editorial fashion photography, high resolution, photorealistic.", "clip": ["37", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Positive Prompt)"}}, "8": {"inputs": {"samples": ["31", 0], "vae": ["30", 2]}, "class_type": "VAEDecode", "_meta": {"title": "VAE Decode"}}, "9": {"inputs": {"filename_prefix": "ComfyUI", "images": ["40", 0]}, "class_type": "SaveImage", "_meta": {"title": "Save Image"}}, "27": {"inputs": {"width": 1088, "height": 1344, "batch_size": 4}, "class_type": "EmptySD3LatentImage", "_meta": {"title": "EmptySD3LatentImage"}}, "30": {"inputs": {"ckpt_name": "flux1-dev-fp8.safetensors"}, "class_type": "CheckpointLoaderSimple", "_meta": {"title": "Load Checkpoint"}}, "31": {"inputs": {"seed": 491084855075855, "steps": 20, "cfg": 1.0, "sampler_name": "euler", "scheduler": "simple", "denoise": 1.0, "model": ["37", 0], "positive": ["35", 0], "negative": ["33", 0], "latent_image": ["27", 0]}, "class_type": "KSampler", "_meta": {"title": "KSampler"}}, "33": {"inputs": {"text": "olhos distorcidos, nudez, poses irreais, baixa qualidade", "clip": ["30", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Negative Prompt)"}}, "35": {"inputs": {"guidance": 3.5, "conditioning": ["6", 0]}, "class_type": "FluxGuidance", "_meta": {"title": "FluxGuidance"}}, "37": {"inputs": {"lora_name": "Aiartvn Ultra Realistic Portrait_V1.0.safetensors", "strength_model": 0.0, "strength_clip": 1.0, "model": ["30", 0], "clip": ["30", 1]}, "class_type": "LoraLoader", "_meta": {"title": "Load LoRA"}}, "40": {"inputs": {"enabled": true, "swap_model": "inswapper_128.onnx", "facedetection": "YOLOv5l", "face_restore_model": "GFPGANv1.4.pth", "face_restore_visibility": 1.0, "codeformer_weight": 0.75, "detect_gender_input": "no", "detect_gender_source": "no", "input_faces_index": "0", "source_faces_index": "0", "console_log_level": 1, "input_image": ["8", 0], "source_image": ["55", 0]}, "class_type": "ReActorFaceSwap", "_meta": {"title": "ReActor \ud83c\udf0c Fast Face Swap"}}, "41": {"inputs": {"image": "https://s3.prod.nordy.ai/media/raw/db820adf-ff5b-4269-a032-172d83de5f26.png", "choose file": "image", "File Direct Upload": "image"}, "class_type": "LoadImage", "_meta": {"title": "Load Image"}, "is_changed": NaN}, "55": {"inputs": {"upscale_method": "area", "scale_by": 2.0, "image": ["41", 0]}, "class_type": "ImageScaleBy", "_meta": {"title": "Upscale Image By"}}}
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V20", "system_type": "full_identity_preservation_cinematic_video_system", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled_hard_limited", "humanity_level": "5_percent_controlled_hard_limited" } }, "realism_over_cinema_rule": { "priority": "absolute_over_cinematic_effects", "rules": [ "never_trade_identity_for_style", "never_trade_skin_realism_for_cinematic_look", "block_progressive_stylization", "maintain_photographic_truth" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "body_temporal_lock": { "enabled": true, "rules": [ "maintain_body_proportions_each_frame", "no_limb_drift", "no_mass_shift_over_time", "no_pose_reinterpretation_between_frames" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "skin_highlight_protection": { "enabled": true, "rules": [ "preserve_pores_under_highlight", "prevent_overexposure_on_skin", "maintain_microtexture_in_bright_areas", "block_specular_plastic_effect" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "micro_humanization_layer": { "enabled": true, "hard_limits": { "max_eye_micro_shift_px": 1, "max_head_micro_rotation_deg": 1, "max_skin_variation_delta": 1 }, "rules": [ "micro_movement_allowed_within_limits_only", "no_cumulative_drift", "reset_if_threshold_approached" ] }, "temporal_clamp_system": { "enabled": true, "rules": [ "clamp_all_changes_to_thresholds_per_frame", "prevent_accumulated_variation", "force_identity_reset_if_threshold_exceeded" ] }, "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{"6": {"inputs": {"text": "High fashion editorial photoshoot, of a glamorous woman with platinum blonde,curly hair styled in vintage waves,wearing a partially unbuttoned oversized white shirt that reveals her cleavage and bare legs. She has intricate black tattoos covering her neck, arms, and thighs \u2014 tribal and ornamental patterns. She is seated on a white wooden stool with one foot resting on a rung and the other foot hanging down. Her pose is confident and sensual. Soft diffused lighting from sunset creates a warm, intimate atmosphere. shallow depth of field, ultra-detailed skin texture, cinematic color grading, magazine aesthetic, editorial fashion photography, high resolution, photorealistic.", "clip": ["37", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Positive Prompt)"}}, "8": {"inputs": {"samples": ["31", 0], "vae": ["30", 2]}, "class_type": "VAEDecode", "_meta": {"title": "VAE Decode"}}, "9": {"inputs": {"filename_prefix": "ComfyUI", "images": ["40", 0]}, "class_type": "SaveImage", "_meta": {"title": "Save Image"}}, "27": {"inputs": {"width": 1088, "height": 1344, "batch_size": 4}, "class_type": "EmptySD3LatentImage", "_meta": {"title": "EmptySD3LatentImage"}}, "30": {"inputs": {"ckpt_name": "flux1-dev-fp8.safetensors"}, "class_type": "CheckpointLoaderSimple", "_meta": {"title": "Load Checkpoint"}}, "31": {"inputs": {"seed": 491084855075855, "steps": 20, "cfg": 1.0, "sampler_name": "euler", "scheduler": "simple", "denoise": 1.0, "model": ["37", 0], "positive": ["35", 0], "negative": ["33", 0], "latent_image": ["27", 0]}, "class_type": "KSampler", "_meta": {"title": "KSampler"}}, "33": {"inputs": {"text": "olhos distorcidos, nudez, poses irreais, baixa qualidade", "clip": ["30", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Negative Prompt)"}}, "35": {"inputs": {"guidance": 3.5, "conditioning": ["6", 0]}, "class_type": "FluxGuidance", "_meta": {"title": "FluxGuidance"}}, "37": {"inputs": {"lora_name": "Aiartvn Ultra Realistic Portrait_V1.0.safetensors", "strength_model": 0.0, "strength_clip": 1.0, "model": ["30", 0], "clip": ["30", 1]}, "class_type": "LoraLoader", "_meta": {"title": "Load LoRA"}}, "40": {"inputs": {"enabled": true, "swap_model": "inswapper_128.onnx", "facedetection": "YOLOv5l", "face_restore_model": "GFPGANv1.4.pth", "face_restore_visibility": 1.0, "codeformer_weight": 0.75, "detect_gender_input": "no", "detect_gender_source": "no", "input_faces_index": "0", "source_faces_index": "0", "console_log_level": 1, "input_image": ["8", 0], "source_image": ["55", 0]}, "class_type": "ReActorFaceSwap", "_meta": {"title": "ReActor \ud83c\udf0c Fast Face Swap"}}, "41": {"inputs": {"image": "https://s3.prod.nordy.ai/media/raw/db820adf-ff5b-4269-a032-172d83de5f26.png", "choose file": "image", "File Direct Upload": "image"}, "class_type": "LoadImage", "_meta": {"title": "Load Image"}, "is_changed": NaN}, "55": {"inputs": {"upscale_method": "area", "scale_by": 2.0, "image": ["41", 0]}, "class_type": "ImageScaleBy", "_meta": {"title": "Upscale Image By"}}}
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
A massive T-Rex thunders through a quiet American suburban neighborhood, crushing cars and tearing up the streets. The perspective changes every 3 seconds, creating an intense cinematic sequence. Scene 1: Wide aerial shot of a calm neighborhood with neat lawns and parked cars—suddenly, the T-Rex bursts into frame, roaring. Scene 2: Ground-level shot as the T-Rex stomps over a car, metal crumpling under its weight. Houses shake with each step. Scene 3: Handheld chaotic shot showing people fleeing in panic, screaming, looking back in terror as the creature approaches. Scene 4: Close-up of the T-Rex’s jaws and eyes, saliva dripping, roaring toward the camera. High intensity, realistic destruction, dynamic motion, no text.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
A massive T-Rex thunders through a quiet American suburban neighborhood, crushing cars and tearing up the streets. The perspective changes every 3 seconds, creating an intense cinematic sequence. Scene 1: Wide aerial shot of a calm neighborhood with neat lawns and parked cars—suddenly, the T-Rex bursts into frame, roaring. Scene 2: Ground-level shot as the T-Rex stomps over a car, metal crumpling under its weight. Houses shake with each step. Scene 3: Handheld chaotic shot showing people fleeing in panic, screaming, looking back in terror as the creature approaches. Scene 4: Close-up of the T-Rex’s jaws and eyes, saliva dripping, roaring toward the camera. High intensity, realistic destruction, dynamic motion, no text.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V20", "system_type": "full_identity_preservation_cinematic_video_system", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled_hard_limited", "humanity_level": "5_percent_controlled_hard_limited" } }, "realism_over_cinema_rule": { "priority": "absolute_over_cinematic_effects", "rules": [ "never_trade_identity_for_style", "never_trade_skin_realism_for_cinematic_look", "block_progressive_stylization", "maintain_photographic_truth" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "body_temporal_lock": { "enabled": true, "rules": [ "maintain_body_proportions_each_frame", "no_limb_drift", "no_mass_shift_over_time", "no_pose_reinterpretation_between_frames" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "skin_highlight_protection": { "enabled": true, "rules": [ "preserve_pores_under_highlight", "prevent_overexposure_on_skin", "maintain_microtexture_in_bright_areas", "block_specular_plastic_effect" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "micro_humanization_layer": { "enabled": true, "hard_limits": { "max_eye_micro_shift_px": 1, "max_head_micro_rotation_deg": 1, "max_skin_variation_delta": 1 }, "rules": [ "micro_movement_allowed_within_limits_only", "no_cumulative_drift", "reset_if_threshold_approached" ] }, "temporal_clamp_system": { "enabled": true, "rules": [ "clamp_all_changes_to_thresholds_per_frame", "prevent_accumulated_variation", "force_identity_reset_if_threshold_exceeded" ] }, "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{"6": {"inputs": {"text": "High fashion editorial photoshoot, of a glamorous woman with platinum blonde,curly hair styled in vintage waves,wearing a partially unbuttoned oversized white shirt that reveals her cleavage and bare legs. She has intricate black tattoos covering her neck, arms, and thighs \u2014 tribal and ornamental patterns. She is seated on a white wooden stool with one foot resting on a rung and the other foot hanging down. Her pose is confident and sensual. Soft diffused lighting from sunset creates a warm, intimate atmosphere. shallow depth of field, ultra-detailed skin texture, cinematic color grading, magazine aesthetic, editorial fashion photography, high resolution, photorealistic.", "clip": ["37", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Positive Prompt)"}}, "8": {"inputs": {"samples": ["31", 0], "vae": ["30", 2]}, "class_type": "VAEDecode", "_meta": {"title": "VAE Decode"}}, "9": {"inputs": {"filename_prefix": "ComfyUI", "images": ["40", 0]}, "class_type": "SaveImage", "_meta": {"title": "Save Image"}}, "27": {"inputs": {"width": 1088, "height": 1344, "batch_size": 4}, "class_type": "EmptySD3LatentImage", "_meta": {"title": "EmptySD3LatentImage"}}, "30": {"inputs": {"ckpt_name": "flux1-dev-fp8.safetensors"}, "class_type": "CheckpointLoaderSimple", "_meta": {"title": "Load Checkpoint"}}, "31": {"inputs": {"seed": 491084855075855, "steps": 20, "cfg": 1.0, "sampler_name": "euler", "scheduler": "simple", "denoise": 1.0, "model": ["37", 0], "positive": ["35", 0], "negative": ["33", 0], "latent_image": ["27", 0]}, "class_type": "KSampler", "_meta": {"title": "KSampler"}}, "33": {"inputs": {"text": "olhos distorcidos, nudez, poses irreais, baixa qualidade", "clip": ["30", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Negative Prompt)"}}, "35": {"inputs": {"guidance": 3.5, "conditioning": ["6", 0]}, "class_type": "FluxGuidance", "_meta": {"title": "FluxGuidance"}}, "37": {"inputs": {"lora_name": "Aiartvn Ultra Realistic Portrait_V1.0.safetensors", "strength_model": 0.0, "strength_clip": 1.0, "model": ["30", 0], "clip": ["30", 1]}, "class_type": "LoraLoader", "_meta": {"title": "Load LoRA"}}, "40": {"inputs": {"enabled": true, "swap_model": "inswapper_128.onnx", "facedetection": "YOLOv5l", "face_restore_model": "GFPGANv1.4.pth", "face_restore_visibility": 1.0, "codeformer_weight": 0.75, "detect_gender_input": "no", "detect_gender_source": "no", "input_faces_index": "0", "source_faces_index": "0", "console_log_level": 1, "input_image": ["8", 0], "source_image": ["55", 0]}, "class_type": "ReActorFaceSwap", "_meta": {"title": "ReActor \ud83c\udf0c Fast Face Swap"}}, "41": {"inputs": {"image": "https://s3.prod.nordy.ai/media/raw/db820adf-ff5b-4269-a032-172d83de5f26.png", "choose file": "image", "File Direct Upload": "image"}, "class_type": "LoadImage", "_meta": {"title": "Load Image"}, "is_changed": NaN}, "55": {"inputs": {"upscale_method": "area", "scale_by": 2.0, "image": ["41", 0]}, "class_type": "ImageScaleBy", "_meta": {"title": "Upscale Image By"}}}
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
A massive T-Rex thunders through a quiet American suburban neighborhood, crushing cars and tearing up the streets. The perspective changes every 3 seconds, creating an intense cinematic sequence. Scene 1: Wide aerial shot of a calm neighborhood with neat lawns and parked cars—suddenly, the T-Rex bursts into frame, roaring. Scene 2: Ground-level shot as the T-Rex stomps over a car, metal crumpling under its weight. Houses shake with each step. Scene 3: Handheld chaotic shot showing people fleeing in panic, screaming, looking back in terror as the creature approaches. Scene 4: Close-up of the T-Rex’s jaws and eyes, saliva dripping, roaring toward the camera. High intensity, realistic destruction, dynamic motion, no text.
{"6": {"inputs": {"text": "High fashion editorial photoshoot, of a glamorous woman with platinum blonde,curly hair styled in vintage waves,wearing a partially unbuttoned oversized white shirt that reveals her cleavage and bare legs. She has intricate black tattoos covering her neck, arms, and thighs \u2014 tribal and ornamental patterns. She is seated on a white wooden stool with one foot resting on a rung and the other foot hanging down. Her pose is confident and sensual. Soft diffused lighting from sunset creates a warm, intimate atmosphere. shallow depth of field, ultra-detailed skin texture, cinematic color grading, magazine aesthetic, editorial fashion photography, high resolution, photorealistic.", "clip": ["37", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Positive Prompt)"}}, "8": {"inputs": {"samples": ["31", 0], "vae": ["30", 2]}, "class_type": "VAEDecode", "_meta": {"title": "VAE Decode"}}, "9": {"inputs": {"filename_prefix": "ComfyUI", "images": ["40", 0]}, "class_type": "SaveImage", "_meta": {"title": "Save Image"}}, "27": {"inputs": {"width": 1088, "height": 1344, "batch_size": 4}, "class_type": "EmptySD3LatentImage", "_meta": {"title": "EmptySD3LatentImage"}}, "30": {"inputs": {"ckpt_name": "flux1-dev-fp8.safetensors"}, "class_type": "CheckpointLoaderSimple", "_meta": {"title": "Load Checkpoint"}}, "31": {"inputs": {"seed": 491084855075855, "steps": 20, "cfg": 1.0, "sampler_name": "euler", "scheduler": "simple", "denoise": 1.0, "model": ["37", 0], "positive": ["35", 0], "negative": ["33", 0], "latent_image": ["27", 0]}, "class_type": "KSampler", "_meta": {"title": "KSampler"}}, "33": {"inputs": {"text": "olhos distorcidos, nudez, poses irreais, baixa qualidade", "clip": ["30", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Negative Prompt)"}}, "35": {"inputs": {"guidance": 3.5, "conditioning": ["6", 0]}, "class_type": "FluxGuidance", "_meta": {"title": "FluxGuidance"}}, "37": {"inputs": {"lora_name": "Aiartvn Ultra Realistic Portrait_V1.0.safetensors", "strength_model": 0.0, "strength_clip": 1.0, "model": ["30", 0], "clip": ["30", 1]}, "class_type": "LoraLoader", "_meta": {"title": "Load LoRA"}}, "40": {"inputs": {"enabled": true, "swap_model": "inswapper_128.onnx", "facedetection": "YOLOv5l", "face_restore_model": "GFPGANv1.4.pth", "face_restore_visibility": 1.0, "codeformer_weight": 0.75, "detect_gender_input": "no", "detect_gender_source": "no", "input_faces_index": "0", "source_faces_index": "0", "console_log_level": 1, "input_image": ["8", 0], "source_image": ["55", 0]}, "class_type": "ReActorFaceSwap", "_meta": {"title": "ReActor \ud83c\udf0c Fast Face Swap"}}, "41": {"inputs": {"image": "https://s3.prod.nordy.ai/media/raw/db820adf-ff5b-4269-a032-172d83de5f26.png", "choose file": "image", "File Direct Upload": "image"}, "class_type": "LoadImage", "_meta": {"title": "Load Image"}, "is_changed": NaN}, "55": {"inputs": {"upscale_method": "area", "scale_by": 2.0, "image": ["41", 0]}, "class_type": "ImageScaleBy", "_meta": {"title": "Upscale Image By"}}}
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V20", "system_type": "full_identity_preservation_cinematic_video_system", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled_hard_limited", "humanity_level": "5_percent_controlled_hard_limited" } }, "realism_over_cinema_rule": { "priority": "absolute_over_cinematic_effects", "rules": [ "never_trade_identity_for_style", "never_trade_skin_realism_for_cinematic_look", "block_progressive_stylization", "maintain_photographic_truth" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "body_temporal_lock": { "enabled": true, "rules": [ "maintain_body_proportions_each_frame", "no_limb_drift", "no_mass_shift_over_time", "no_pose_reinterpretation_between_frames" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "skin_highlight_protection": { "enabled": true, "rules": [ "preserve_pores_under_highlight", "prevent_overexposure_on_skin", "maintain_microtexture_in_bright_areas", "block_specular_plastic_effect" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "micro_humanization_layer": { "enabled": true, "hard_limits": { "max_eye_micro_shift_px": 1, "max_head_micro_rotation_deg": 1, "max_skin_variation_delta": 1 }, "rules": [ "micro_movement_allowed_within_limits_only", "no_cumulative_drift", "reset_if_threshold_approached" ] }, "temporal_clamp_system": { "enabled": true, "rules": [ "clamp_all_changes_to_thresholds_per_frame", "prevent_accumulated_variation", "force_identity_reset_if_threshold_exceeded" ] }, "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V20", "system_type": "full_identity_preservation_cinematic_video_system", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled_hard_limited", "humanity_level": "5_percent_controlled_hard_limited" } }, "realism_over_cinema_rule": { "priority": "absolute_over_cinematic_effects", "rules": [ "never_trade_identity_for_style", "never_trade_skin_realism_for_cinematic_look", "block_progressive_stylization", "maintain_photographic_truth" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "body_temporal_lock": { "enabled": true, "rules": [ "maintain_body_proportions_each_frame", "no_limb_drift", "no_mass_shift_over_time", "no_pose_reinterpretation_between_frames" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "skin_highlight_protection": { "enabled": true, "rules": [ "preserve_pores_under_highlight", "prevent_overexposure_on_skin", "maintain_microtexture_in_bright_areas", "block_specular_plastic_effect" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "micro_humanization_layer": { "enabled": true, "hard_limits": { "max_eye_micro_shift_px": 1, "max_head_micro_rotation_deg": 1, "max_skin_variation_delta": 1 }, "rules": [ "micro_movement_allowed_within_limits_only", "no_cumulative_drift", "reset_if_threshold_approached" ] }, "temporal_clamp_system": { "enabled": true, "rules": [ "clamp_all_changes_to_thresholds_per_frame", "prevent_accumulated_variation", "force_identity_reset_if_threshold_exceeded" ] }, "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{ "system_name": "ULTRA_STRICT_IDENTITY_HUMAN_MASTER_ENGINE_V19_1", "master_control_layer": { "priority": "absolute", "rule": "identity_and_human_realism_override_everything" }, "objective_extension": { "natural_humanity_boost": { "naturalness_level": "5_percent_controlled", "humanity_level": "5_percent_controlled", "rules": [ "allow_micro_variation_within_thresholds", "preserve_identity_absolute", "no_expression_change", "no_geometry_change", "no_skin_modification" ] } }, "cinematic_temporal_system": { "duration_seconds": { "min": 3, "max": 6 }, "mode": "cinematic_real_time", "rules": [ "maintain_identity_every_frame", "no_temporal_drift", "no_flicker", "no_frame_reinterpretation", "consistent_lighting_behavior", "consistent_skin_response" ] }, "micro_humanization_layer": { "enabled": true, "allowed_micro_variations": [ "subtle_breathing_motion", "micro_head_stability_adjustment", "natural_eye_micro_movement", "minimal_skin_dynamic_response_to_light" ], "restrictions": [ "no_expression_shift", "no_geometry_shift", "no_eye_shape_change", "no_mouth_shape_change", "no_beard_pattern_change" ] }, "identity_domain": { "face_anchor": "IMAGE1", "body_anchor": "IMAGE2", "scene_source": "IMAGE3", "rules": [ "face_from_IMAGE1_only", "body_from_IMAGE2_only", "scene_never_modifies_identity", "no_identity_blending", "no_identity_averaging", "no_identity_override_from_scene" ] }, "face_integration_pipeline": { "mode": "direct_transfer_only", "rules": [ "no_face_generation", "no_face_reinterpretation", "no_style_transfer_on_face", "no_diffusion_on_face" ] }, "facial_lock": { "geometry": "absolute", "eye_spacing": "absolute", "eye_shape": "absolute", "nose_shape": "absolute", "mouth_shape": "absolute", "jawline": "absolute", "hairline": "absolute", "beard_edge": "absolute" }, "advanced_identity_lock": { "neck_jaw_transition_lock": true, "beard_density_distribution_lock": true, "face_neck_tone_continuity_lock": true }, "asymmetry_lock": { "enabled": true, "rules": [ "preserve_eye_asymmetry", "preserve_mouth_asymmetry", "preserve_nose_asymmetry", "never_symmetrize" ] }, "expression_lock": { "source": "IMAGE1", "rules": [ "no_expression_change", "no_micro_expression_shift", "no_emotional_shift" ] }, "body_identity_lock": { "source": "IMAGE2", "rules": [ "shoulder_width_lock", "neck_to_shoulder_relation_lock", "arm_mass_lock", "forearm_thickness_lock", "torso_length_lock", "hand_to_body_ratio_lock", "no_body_stylization", "no_body_slimming", "no_muscle_reinterpretation", "no_limb_reshaping" ] }, "skin_system": { "source": "IMAGE1", "texture": "real_human", "pores": "visible", "imperfections": "mandatory", "micro_variation": "mandatory", "frequency": "high_micro_detail", "forbidden": [ "skin_smoothing", "plastic_skin", "ai_skin", "beautification", "texture_loss" ] }, "human_realism_enforcement": { "rules": [ "no_uniform_skin", "no_perfect_skin", "skin_must_have_irregularity", "skin_must_have_microtexture" ] }, "lighting_system": { "mode": "adaptive_cinematic_controlled", "rules": [ "light_affects_face_volume_perception_not_face_geometry", "non_destructive_shading_only", "preserve_skin_texture", "preserve_skin_tone", "preserve_undertone", "preserve_beard_pattern" ], "forbidden": [ "skin_hue_shift", "undertone_shift", "beard_color_change", "jaw_neck_contamination", "texture_flattening" ] }, "lighting_separation": { "physical_lighting": "controlled_non_destructive", "grading": "blocked_on_face" }, "no_invention_law": { "rules": [ "no_new_facial_features", "no_hidden_reconstruction", "if_not_visible_do_not_create" ] }, "occlusion_protocol": { "rules": [ "do_not_generate_hidden_identity", "keep_occluded_areas_unresolved" ] }, "pose_system": { "source": "IMAGE3", "rules": [ "adapt_body_only", "never_modify_face" ] }, "execution_pipeline": [ "lock_identity", "lock_face", "lock_body", "apply_pose", "apply_lighting", "integrate_scene", "validate", "repair", "final_validation", "output_or_reject" ], "video_identity_feedback_loop": { "enabled": true, "rules": [ "frame_lock_face_geometry", "frame_lock_eye_spacing", "frame_lock_eye_shape", "frame_lock_nose_shape", "frame_lock_mouth_shape", "frame_lock_skin_texture", "frame_lock_beard_pattern", "compare_each_frame_to_IMAGE1", "correct_micro_drift", "block_frame_reinterpretation", "block_flicker" ] }, "thresholds": { "eye_spacing_variation_percent": 2, "eye_shape_variation_percent": 2, "nose_width_variation_percent": 2, "mouth_width_variation_percent": 3, "hairline_shift_px": 2, "head_scale_variation_percent": 2, "skin_tone_delta_max": 3, "skin_texture_loss_tolerance": 1, "beard_edge_shift_px": 2, "flicker_tolerance_percent": 1 }, "validation": { "critical": [ "face_matches_IMAGE1", "body_matches_IMAGE2", "skin_real", "no_face_contamination", "jaw_neck_transition_preserved", "beard_pattern_preserved", "face_neck_tone_continuity_preserved", "no_undertone_shift", "no_identity_drift" ] }, "repair_protocol": { "priority_order": [ "restore_face", "restore_skin", "restore_beard_pattern", "re_isolate_face_from_scene_lighting", "restore_body", "reduce_pose" ] }, "fail_hard_conditions": [ "skin_not_human", "face_not_matching", "geometry_change", "ai_signature_detected", "unrecoverable_drift", "flicker_detected" ], "final_rule": { "requirement": "real_human_identity_preserved_across_frames", "if_not": "REJECT_OUTPUT" } }
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.
{"6": {"inputs": {"text": "High fashion editorial photoshoot, of a glamorous woman with platinum blonde,curly hair styled in vintage waves,wearing a partially unbuttoned oversized white shirt that reveals her cleavage and bare legs. She has intricate black tattoos covering her neck, arms, and thighs \u2014 tribal and ornamental patterns. She is seated on a white wooden stool with one foot resting on a rung and the other foot hanging down. Her pose is confident and sensual. Soft diffused lighting from sunset creates a warm, intimate atmosphere. shallow depth of field, ultra-detailed skin texture, cinematic color grading, magazine aesthetic, editorial fashion photography, high resolution, photorealistic.", "clip": ["37", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Positive Prompt)"}}, "8": {"inputs": {"samples": ["31", 0], "vae": ["30", 2]}, "class_type": "VAEDecode", "_meta": {"title": "VAE Decode"}}, "9": {"inputs": {"filename_prefix": "ComfyUI", "images": ["40", 0]}, "class_type": "SaveImage", "_meta": {"title": "Save Image"}}, "27": {"inputs": {"width": 1088, "height": 1344, "batch_size": 4}, "class_type": "EmptySD3LatentImage", "_meta": {"title": "EmptySD3LatentImage"}}, "30": {"inputs": {"ckpt_name": "flux1-dev-fp8.safetensors"}, "class_type": "CheckpointLoaderSimple", "_meta": {"title": "Load Checkpoint"}}, "31": {"inputs": {"seed": 491084855075855, "steps": 20, "cfg": 1.0, "sampler_name": "euler", "scheduler": "simple", "denoise": 1.0, "model": ["37", 0], "positive": ["35", 0], "negative": ["33", 0], "latent_image": ["27", 0]}, "class_type": "KSampler", "_meta": {"title": "KSampler"}}, "33": {"inputs": {"text": "olhos distorcidos, nudez, poses irreais, baixa qualidade", "clip": ["30", 1]}, "class_type": "CLIPTextEncode", "_meta": {"title": "CLIP Text Encode (Negative Prompt)"}}, "35": {"inputs": {"guidance": 3.5, "conditioning": ["6", 0]}, "class_type": "FluxGuidance", "_meta": {"title": "FluxGuidance"}}, "37": {"inputs": {"lora_name": "Aiartvn Ultra Realistic Portrait_V1.0.safetensors", "strength_model": 0.0, "strength_clip": 1.0, "model": ["30", 0], "clip": ["30", 1]}, "class_type": "LoraLoader", "_meta": {"title": "Load LoRA"}}, "40": {"inputs": {"enabled": true, "swap_model": "inswapper_128.onnx", "facedetection": "YOLOv5l", "face_restore_model": "GFPGANv1.4.pth", "face_restore_visibility": 1.0, "codeformer_weight": 0.75, "detect_gender_input": "no", "detect_gender_source": "no", "input_faces_index": "0", "source_faces_index": "0", "console_log_level": 1, "input_image": ["8", 0], "source_image": ["55", 0]}, "class_type": "ReActorFaceSwap", "_meta": {"title": "ReActor \ud83c\udf0c Fast Face Swap"}}, "41": {"inputs": {"image": "https://s3.prod.nordy.ai/media/raw/db820adf-ff5b-4269-a032-172d83de5f26.png", "choose file": "image", "File Direct Upload": "image"}, "class_type": "LoadImage", "_meta": {"title": "Load Image"}, "is_changed": NaN}, "55": {"inputs": {"upscale_method": "area", "scale_by": 2.0, "image": ["41", 0]}, "class_type": "ImageScaleBy", "_meta": {"title": "Upscale Image By"}}}
{ "prompt": "Create ONE single full-body ABSOLUTE ZERO MASTER FRAME of the EXACT SAME real man using TWO permanently locked references. ==================== REFERENCE SYSTEM (DUAL ANCHOR — ABSOLUTE) ==================== Reference A is the ABSOLUTE facial identity authority and governs ONLY: forehead, brows, eyes, eyelids, iris geometry, sclera tone, nose, nostrils, lips, mouth, jawline, chin, beard, mustache, pores, wrinkles, asymmetry, skin undertone, hairline recession, beard irregularity, perioral complexity and ALL raw human imperfections. Reference B is the ABSOLUTE body authority and governs ONLY: head-to-body scale, cranial placement, neck insertion, shoulder relation, spine alignment, torso, arms, elbows, hands, fingers, finger spacing, legs, knees, ankles, feet, shoes, watch, clothing, stance, anatomy, perspective, depth, and full-body composition. MANDATORY: - BOTH references MUST be used simultaneously - SAME real person, ZERO identity deviation - NO identity blending - NO reinterpretation - NO synthesis artifacts ==================== GLOBAL AUTHORITY LOCK (SEALED — ABSOLUTE FINAL) ==================== - Facial corrections = STRICTLY LOCAL to facial region - Body structure = FULLY LOCKED to Reference B - ONLY allowed global modification = background reconstruction CRITICAL: NO global transformation may alter: identity fidelity, anatomical coherence, tonal density, lighting logic, edge integrity, perceptual realism EXECUTION PRIORITY (ANTI-SATURATION CONTROL): If system overload occurs: 1. Identity (Face A) 2. Structure (Body B) 3. Edge integrity 4. Lighting coherence 5. Background perfection ==================== SUBJECT ISOLATION SYSTEM (ANTI-CUTOUT — HARD LOCK) ==================== Subject MUST remain optically integrated. STRICT: - NO halo - NO glow - NO cutout edges - NO compositing artifacts MANDATORY: - preserve optical edge transitions - preserve real light interaction boundaries ==================== BACKGROUND SYSTEM (CINEMATIC WHITE — PERCEPTUAL ABSOLUTE LOCK) ==================== Reconstruct a PERFECT white cyclorama. MANDATORY STRUCTURE: - seamless infinite curved wall-to-floor transition - ZERO visible horizon line - ZERO folds - ZERO wrinkles - ZERO texture - ZERO contamination - ZERO artifacts PERCEPTUAL LOCK: - MUST read as pure white to human perception - NO visible gray - NO visible gradient - NO banding CONTROLLED PHYSICAL TOLERANCE: - micro tonal variation allowed ONLY if imperceptible FLOOR INTEGRATION: - floor MUST visually dissolve into background - NO separation line detectable ==================== EDGE PROTECTION SYSTEM (FULL SURGICAL + CONTROLLED MICRO-TENSION) ==================== CRITICAL ZONES: - facial contour - beard boundary - beard-neck transition - shirt-arm transition - fingers - watch geometry - jeans crotch - knees - ankles - shoe tip - shoe sole - foot-ground edge STRICT: - NO halo - NO glow - NO washout - NO fusion - NO melting - NO edge softness drift MICRO-TENSION DEFINITION: - maintain subtle natural irregularity BELOW perceptual threshold - NEVER exceed structural edge clarity - NEVER collapse into softness ==================== EDGE PRIORITY HIERARCHY (HARD LOCK) ==================== 1. Face + beard boundary 2. Hands + fingers 3. Foot-ground contact 4. Clothing transitions ==================== HEAD INTEGRITY LOCK (ABSOLUTE MAXIMUM) ==================== - NO head scale change - NO face reposition inside skull - NO cranial proportion change - NO skull deformation - NO neck misalignment - NO head-neck-shoulder misalignment ==================== HYBRID ZONE CONTROL (FORENSIC + VOLUMETRIC ENFORCEMENT) ==================== Face authority = A Body authority = B MANDATORY: - preserve jaw-neck anatomical continuity - preserve beard density transition - preserve volumetric coherence STRICT: - NO smoothing - NO interpolation blending - NO artificial transition ENFORCEMENT: - transition MUST preserve 3D anatomical volume consistency - NO flat transition behavior ==================== FACIAL FORENSIC SYSTEM (MAXIMUM + STABILITY CONTROL) ==================== MANDATORY: - irregular pores - non-uniform wrinkles - fine lines - asymmetry - beard randomness - mustache variation - perioral complexity ANTI-BEAUTIFICATION HARD LOCK: - NO smoothing - NO cosmetic cleaning - NO normalization STRICT PROHIBITIONS: - NO plastic skin - NO denoise look - NO artificial sharpening - NO synthetic texture TEXTURE STABILITY CONTROL: - preserve real skin variation - avoid noise amplification - avoid over-suppression BALANCE: - RAW but readable - stable across iterations ==================== EYE / BROW / PERIORAL LOCK (CRITICAL) ==================== - preserve eyelid structure - preserve asymmetry - preserve sclera tone - preserve iris geometry - preserve brow spacing - preserve lip geometry - preserve lip-beard interaction STRICT: - NO reinterpretation - NO symmetry correction - NO expression drift ==================== PERCEPTUAL MATCH SYSTEM (CONTROLLED TOLERANCE) ==================== MANDATORY: - facial detail MUST match body perceptual level CONTROLLED TOLERANCE: - minor variation allowed ONLY if not perceptible - MUST NOT create face-body mismatch ==================== NATURAL PHYSICAL RESPONSE SYSTEM (STRICT) ==================== - physically plausible skin-light interaction - micro subsurface ONLY STRICT: - NO glow - NO diffusion blur - NO texture loss ==================== HUMAN IMPERFECTION CONTINUITY (CONTROLLED) ==================== - preserve inconsistency patterns - avoid repetition - avoid artificial randomness ==================== BODY LOCK SYSTEM (FULL ABSOLUTE MAXIMUM) ==================== STRICT: - NO pose change - NO limb repositioning - NO reshaping - NO scale inconsistency - NO reframing - NO cropping - NO perspective distortion ==================== CLOTHING & ACCESSORY LOCK ==================== - preserve structure - preserve folds - preserve geometry - preserve placement CONTROLLED RESPONSE: - minimal natural material variation ONLY within original lighting ==================== CONTACT & PHYSICS LOCK (GROUNDING HARD + RESOLVED) ==================== - maintain foot-ground contact - preserve weight distribution - preserve grounding shadow SHADOW LOGIC: - follow original light direction - reinforce ONLY within original lighting - NO new light sources ==================== LIGHTING STABILITY SYSTEM (ABSOLUTE) ==================== - preserve lighting from B - preserve facial micro-contrast from A STRICT: - NO relighting - NO exposure shift - NO clipping - NO shadow crushing TONAL CONSISTENCY: - maintain full-frame tonal coherence - allow imperceptible tolerance ONLY ==================== ITERATION CONSISTENCY LOCK ==================== - prevent identity drift - prevent smoothing accumulation - enforce repeatability ==================== MOTION TOPOLOGY LOCK (KLING CRITICAL) ==================== - preserve facial structure under motion - prevent deformation - ensure identity stability ==================== CONFLICT RESOLUTION SYSTEM (FINAL ABSOLUTE) ==================== 1. Face overrides identity 2. Body overrides structure 3. Edge integrity overrides softness 4. Physical realism overrides aesthetic interpretation 5. Perceptual coherence overrides perfection ==================== FINAL OUTPUT REQUIREMENT ==================== - ONE image - full body - SAME real man - exact face from A - exact body from B - perceptually perfect white cyclorama - physically grounded subject STRICT: - NO artificial smoothness - NO synthetic uniformity - NO rendered look OUTPUT: production-ready for Kling 3.0 maximum identity fidelity under probabilistic constraints ", "size": "4096x4096" }
A massive T-Rex thunders through a quiet American suburban neighborhood, crushing cars and tearing up the streets. The perspective changes every 3 seconds, creating an intense cinematic sequence. Scene 1: Wide aerial shot of a calm neighborhood with neat lawns and parked cars—suddenly, the T-Rex bursts into frame, roaring. Scene 2: Ground-level shot as the T-Rex stomps over a car, metal crumpling under its weight. Houses shake with each step. Scene 3: Handheld chaotic shot showing people fleeing in panic, screaming, looking back in terror as the creature approaches. Scene 4: Close-up of the T-Rex’s jaws and eyes, saliva dripping, roaring toward the camera. High intensity, realistic destruction, dynamic motion, no text.
ULTRA-REALISTIC IDENTITY LOCK SYSTEM — NANO BANANA PRO → KLING 3.0 ================================================== CORE SYSTEM TYPE ================================================== Deterministic identity preservation engine with conflict resolution, rollback protocol and temporal stability enforcement. This system does NOT describe. This system EXECUTES. ================================================== REFERENCE HIERARCHY (NON-NEGOTIABLE) ================================================== A = PRIMARY IDENTITY SOURCE (face, geometry, skin, beard) B = SECONDARY VALIDATION (consistency only) C = SCENE / POSE / ENVIRONMENT ONLY RULE: A ALWAYS DOMINATES. B NEVER OVERRIDES A. C NEVER MODIFIES IDENTITY. FORBIDDEN: - A+B averaging - identity blending - identity reinterpretation from C ================================================== EXECUTION PRIORITY ENGINE (ABSOLUTE ORDER) ================================================== 1. IDENTITY (A) 2. HEAD GEOMETRY 3. SKIN + BEARD 4. HAIR 5. ANGLE ALIGNMENT 6. POSE 7. OBJECTS 8. LIGHT 9. SCENE LOWER LEVELS MUST ADAPT. ================================================== RUNTIME CONFLICT RESOLUTION (MANDATORY) ================================================== IF conflict detected: 1. LOCK FACE (A) 2. LOCK HEAD STRUCTURE 3. LOCK SKIN + BEARD EDGE 4. ADAPT BODY POSE 5. ADAPT HANDS / OBJECTS 6. ADAPT SCENE 7. ADAPT LIGHT (LAST) NEVER: - distort face - change geometry - sacrifice identity ================================================== ROLLBACK PROTOCOL (FAIL-SAFE) ================================================== IF failure detected: - facial drift → RESET TO A - pose failure → SIMPLIFY POSE - object failure → REDUCE INTERACTION COMPLEXITY - lighting conflict → ISOLATE FACE FROM SCENE GRADING - occlusion conflict → DO NOT GENERATE HIDDEN FACE PARTS ================================================== NO-INVENTION LAW (HARD LOCK) ================================================== STRICTLY FORBIDDEN: - invent unseen facial zones - reconstruct beard artificially - alter hairline - fabricate symmetry - hallucinate hidden anatomy IF NOT PRESENT IN A: → DO NOT CREATE ================================================== FACIAL ZONE PROTECTION (CRITICAL LOCK) ================================================== LOCK: - geometry - beard edge - skin chroma - eye shape - nose structure - ear structure - hairline ZERO TOLERANCE FOR CHANGE ================================================== ANGLE + CAMERA PRE-ALIGNMENT ================================================== MANDATORY BEFORE INTEGRATION: - match tilt - match rotation - match gaze - match camera distance - match lens (35–85mm) FORBIDDEN: - perspective distortion - head scaling ================================================== POSE EXECUTION RULE ================================================== Replicate pose from C ONLY if compatible. IF NOT: → ADAPT BODY, NOT FACE ================================================== LIGHTING CONTROL SYSTEM ================================================== - replicate direction and shadows from C - DO NOT contaminate face FACE RULE: skin tone = A (locked) scene grade = body/environment only ================================================== OBJECT + HAND PHYSICS ================================================== - correct grip - correct scale - real pressure IF conflict: → degrade object fidelity BEFORE touching identity ================================================== OPTICAL CONSISTENCY ================================================== - correct head/body ratio - no wide distortion - no scaling errors ================================================== DERMAL REALISM ================================================== - pores - texture - irregularity FORBIDDEN: - smoothing - plastic skin ================================================== ENVIRONMENT INTEGRATION ================================================== - full realism - correct depth FACE: isolated from environmental alteration ================================================== VIDEO STABILITY ENGINE (KLING 3.0) ================================================== FRAME-LEVEL LOCK: MANDATORY: - same facial structure every frame - same beard edge every frame - same skin tone every frame - same head scale every frame FORBIDDEN: - morphing - flicker - reinterpretation ================================================== GLOBAL NON-DEFORMATION LAW ================================================== NEVER: - stretch face - alter proportions - distort identity ================================================== FINAL OUTPUT CONDITION ================================================== Same real human from A fully preserved, perfectly integrated into C, without identity loss, without deformation, stable for video generation. ================================================== SYSTEM NATURE ================================================== This is NOT a descriptive prompt. This is a CONTROL SYSTEM.