Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
{ "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" }
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
{ "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" }
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
{ "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" }
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Rome
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion, while blinking its eyes and making small subtle head movements. The entire sequence (4 jumps with "hOI!" bubbles + wave) repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Animate this exact Undertale-style pixel art scene as a perfectly seamless 8-second looping idle animation (exactly 8 seconds = 192–240 frames at 24–30 fps). The animation must loop infinitely without any visible jump, cut, reset or discontinuity — the final frame must transition 100% smoothly back into the first frame. Strictly preserve the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and pure 2015–2018 Undertale Temmie Shop sprite style. No blurring, no anti-aliasing, no 3D, no extra details. The main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "TEM SHOP". Give her a gentle bouncy idle: whole body sways 4–6 pixels up and down in a smooth sine-wave motion with exact 2-second period (4 full bobs in 8 seconds) head tilts softly left-right (1-pixel shift) ears twitch and flap gently mouth opens and closes happily as if saying "tem!" or "hOI!" paws stay resting on the box edge Additional looping details (all must complete exact integer cycles within the 8 seconds): White steam rises in soft wavy pixels from the coffee mug and slowly dissipates upward in a continuous 2-second cycle Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (3–4 full drip cycles in 8 seconds, exact loop) Hanging orange and white stockings sway very gently left-right with subtle 2-pixel movement on a 4-second period Tiny leaf on the branch on the shelf flutters lightly on a 2-second cycle All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) remain perfectly static Camera is completely static, no zoom, no pan, no camera movement whatsoever. Ultra-faithful to the original pixel art — pure retro Undertale sprite animation feel. Perfect seamless loop ready for GIF or short video.
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion while blinking its eyes and making small subtle head movements. After the wave, the character smoothly returns to the exact initial popping-out position (excited and ready for the next jumps). The entire sequence (4 jumps with "hOI!" bubbles + wave + smooth return to start position) repeats seamlessly, so the animation always ends exactly where it began for a perfect infinite loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make the character gently bob up and down with excited idle animation: head tilts slightly left-right, ears twitch and flap softly, mouth opens and closes as if happily saying "tem!" or "hOI!", paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
{ "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" }
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Rome
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion while blinking its eyes and making small subtle head movements. After the wave, the character smoothly returns to the exact initial popping-out position (excited and ready for the next jumps). The entire sequence (4 jumps with "hOI!" bubbles + wave + smooth return to start position) repeats seamlessly, so the animation always ends exactly where it began for a perfect infinite loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
{ "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" }
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
{ "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" }
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion, while blinking its eyes and making small subtle head movements. The entire sequence (4 jumps with "hOI!" bubbles + wave) repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Animate this exact Undertale-style pixel art scene as a perfectly seamless 8-second looping idle animation (exactly 8 seconds = 192–240 frames at 24–30 fps). The animation must loop infinitely without any visible jump, cut, reset or discontinuity — the final frame must transition 100% smoothly back into the first frame. Strictly preserve the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and pure 2015–2018 Undertale Temmie Shop sprite style. No blurring, no anti-aliasing, no 3D, no extra details. The main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "TEM SHOP". Give her a gentle bouncy idle: whole body sways 4–6 pixels up and down in a smooth sine-wave motion with exact 2-second period (4 full bobs in 8 seconds) head tilts softly left-right (1-pixel shift) ears twitch and flap gently mouth opens and closes happily as if saying "tem!" or "hOI!" paws stay resting on the box edge Additional looping details (all must complete exact integer cycles within the 8 seconds): White steam rises in soft wavy pixels from the coffee mug and slowly dissipates upward in a continuous 2-second cycle Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (3–4 full drip cycles in 8 seconds, exact loop) Hanging orange and white stockings sway very gently left-right with subtle 2-pixel movement on a 4-second period Tiny leaf on the branch on the shelf flutters lightly on a 2-second cycle All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) remain perfectly static Camera is completely static, no zoom, no pan, no camera movement whatsoever. Ultra-faithful to the original pixel art — pure retro Undertale sprite animation feel. Perfect seamless loop ready for GIF or short video.
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make the character gently bob up and down with excited idle animation: head tilts slightly left-right, ears twitch and flap softly, mouth opens and closes as if happily saying "tem!" or "hOI!", paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Rome
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make the character gently bob up and down with excited idle animation: head tilts slightly left-right, ears twitch and flap softly, mouth opens and closes as if happily saying "tem!" or "hOI!", paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
{ "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" }
Animate this exact Undertale-style pixel art scene as a perfectly seamless 8-second looping idle animation (exactly 8 seconds = 192–240 frames at 24–30 fps). The animation must loop infinitely without any visible jump, cut, reset or discontinuity — the final frame must transition 100% smoothly back into the first frame. Strictly preserve the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and pure 2015–2018 Undertale Temmie Shop sprite style. No blurring, no anti-aliasing, no 3D, no extra details. The main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "TEM SHOP". Give her a gentle bouncy idle: whole body sways 4–6 pixels up and down in a smooth sine-wave motion with exact 2-second period (4 full bobs in 8 seconds) head tilts softly left-right (1-pixel shift) ears twitch and flap gently mouth opens and closes happily as if saying "tem!" or "hOI!" paws stay resting on the box edge Additional looping details (all must complete exact integer cycles within the 8 seconds): White steam rises in soft wavy pixels from the coffee mug and slowly dissipates upward in a continuous 2-second cycle Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (3–4 full drip cycles in 8 seconds, exact loop) Hanging orange and white stockings sway very gently left-right with subtle 2-pixel movement on a 4-second period Tiny leaf on the branch on the shelf flutters lightly on a 2-second cycle All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) remain perfectly static Camera is completely static, no zoom, no pan, no camera movement whatsoever. Ultra-faithful to the original pixel art — pure retro Undertale sprite animation feel. Perfect seamless loop ready for GIF or short video.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
{ "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" }
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion, while blinking its eyes and making small subtle head movements. The entire sequence (4 jumps with "hOI!" bubbles + wave) repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion while blinking its eyes and making small subtle head movements. After the wave, the character smoothly returns to the exact initial popping-out position (excited and ready for the next jumps). The entire sequence (4 jumps with "hOI!" bubbles + wave + smooth return to start position) repeats seamlessly, so the animation always ends exactly where it began for a perfect infinite loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
{ "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" }
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion while blinking its eyes and making small subtle head movements. After the wave, the character smoothly returns to the exact initial popping-out position (excited and ready for the next jumps). The entire sequence (4 jumps with "hOI!" bubbles + wave + smooth return to start position) repeats seamlessly, so the animation always ends exactly where it began for a perfect infinite loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
{ "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" }
Animate this exact Undertale-style pixel art scene as a perfectly seamless 8-second looping idle animation (exactly 8 seconds = 192–240 frames at 24–30 fps). The animation must loop infinitely without any visible jump, cut, reset or discontinuity — the final frame must transition 100% smoothly back into the first frame. Strictly preserve the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and pure 2015–2018 Undertale Temmie Shop sprite style. No blurring, no anti-aliasing, no 3D, no extra details. The main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "TEM SHOP". Give her a gentle bouncy idle: whole body sways 4–6 pixels up and down in a smooth sine-wave motion with exact 2-second period (4 full bobs in 8 seconds) head tilts softly left-right (1-pixel shift) ears twitch and flap gently mouth opens and closes happily as if saying "tem!" or "hOI!" paws stay resting on the box edge Additional looping details (all must complete exact integer cycles within the 8 seconds): White steam rises in soft wavy pixels from the coffee mug and slowly dissipates upward in a continuous 2-second cycle Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (3–4 full drip cycles in 8 seconds, exact loop) Hanging orange and white stockings sway very gently left-right with subtle 2-pixel movement on a 4-second period Tiny leaf on the branch on the shelf flutters lightly on a 2-second cycle All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) remain perfectly static Camera is completely static, no zoom, no pan, no camera movement whatsoever. Ultra-faithful to the original pixel art — pure retro Undertale sprite animation feel. Perfect seamless loop ready for GIF or short video.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
{ "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" }
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Rome
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion, while blinking its eyes and making small subtle head movements. The entire sequence (4 jumps with "hOI!" bubbles + wave) repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make the character gently bob up and down with excited idle animation: head tilts slightly left-right, ears twitch and flap softly, mouth opens and closes as if happily saying "tem!" or "hOI!", paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
{ "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" }
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Rome
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion, while blinking its eyes and making small subtle head movements. The entire sequence (4 jumps with "hOI!" bubbles + wave) repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
{ "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" }
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make the character gently bob up and down with excited idle animation: head tilts slightly left-right, ears twitch and flap softly, mouth opens and closes as if happily saying "tem!" or "hOI!", paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
{ "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" }
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion while blinking its eyes and making small subtle head movements. After the wave, the character smoothly returns to the exact initial popping-out position (excited and ready for the next jumps). The entire sequence (4 jumps with "hOI!" bubbles + wave + smooth return to start position) repeats seamlessly, so the animation always ends exactly where it began for a perfect infinite loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Animate this exact Undertale-style pixel art scene as a perfectly seamless 8-second looping idle animation (exactly 8 seconds = 192–240 frames at 24–30 fps). The animation must loop infinitely without any visible jump, cut, reset or discontinuity — the final frame must transition 100% smoothly back into the first frame. Strictly preserve the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and pure 2015–2018 Undertale Temmie Shop sprite style. No blurring, no anti-aliasing, no 3D, no extra details. The main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "TEM SHOP". Give her a gentle bouncy idle: whole body sways 4–6 pixels up and down in a smooth sine-wave motion with exact 2-second period (4 full bobs in 8 seconds) head tilts softly left-right (1-pixel shift) ears twitch and flap gently mouth opens and closes happily as if saying "tem!" or "hOI!" paws stay resting on the box edge Additional looping details (all must complete exact integer cycles within the 8 seconds): White steam rises in soft wavy pixels from the coffee mug and slowly dissipates upward in a continuous 2-second cycle Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (3–4 full drip cycles in 8 seconds, exact loop) Hanging orange and white stockings sway very gently left-right with subtle 2-pixel movement on a 4-second period Tiny leaf on the branch on the shelf flutters lightly on a 2-second cycle All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) remain perfectly static Camera is completely static, no zoom, no pan, no camera movement whatsoever. Ultra-faithful to the original pixel art — pure retro Undertale sprite animation feel. Perfect seamless loop ready for GIF or short video.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Animate this exact Undertale-style pixel art scene as a perfectly seamless 8-second looping idle animation (exactly 8 seconds = 192–240 frames at 24–30 fps). The animation must loop infinitely without any visible jump, cut, reset or discontinuity — the final frame must transition 100% smoothly back into the first frame. Strictly preserve the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and pure 2015–2018 Undertale Temmie Shop sprite style. No blurring, no anti-aliasing, no 3D, no extra details. The main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "TEM SHOP". Give her a gentle bouncy idle: whole body sways 4–6 pixels up and down in a smooth sine-wave motion with exact 2-second period (4 full bobs in 8 seconds) head tilts softly left-right (1-pixel shift) ears twitch and flap gently mouth opens and closes happily as if saying "tem!" or "hOI!" paws stay resting on the box edge Additional looping details (all must complete exact integer cycles within the 8 seconds): White steam rises in soft wavy pixels from the coffee mug and slowly dissipates upward in a continuous 2-second cycle Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (3–4 full drip cycles in 8 seconds, exact loop) Hanging orange and white stockings sway very gently left-right with subtle 2-pixel movement on a 4-second period Tiny leaf on the branch on the shelf flutters lightly on a 2-second cycle All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) remain perfectly static Camera is completely static, no zoom, no pan, no camera movement whatsoever. Ultra-faithful to the original pixel art — pure retro Undertale sprite animation feel. Perfect seamless loop ready for GIF or short video.
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Rome
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion, while blinking its eyes and making small subtle head movements. The entire sequence (4 jumps with "hOI!" bubbles + wave) repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Ultra high-end commercial advertising image, extreme photorealism, seamless face replacement and integration into an existing original promotional design, preserving ABSOLUTELY ALL original design elements without any modification. STRICT RULE: The original design must remain 100% identical — no changes in text, layout, spacing, typography, colors, icons, composition, or background. The purple and black gradient background with abstract wave patterns must remain untouched. All written information must stay EXACTLY as in the original: “SEGREDO DO MOLDE F1” “Goiânia” “6 de Abril” “8:30 às 18h” “Vagas limitadas” Additional text and layout must not be altered in any way. PRIMARY OBJECTIVE: Integrate the head from the provided model image into the existing design body in a perfectly natural and invisible way, as if it was originally photographed like that. FACE PRESERVATION (CRITICAL): Maintain the exact identity of the model: - Same facial structure, bone structure, proportions - No reshaping, no beautification distortion - Keep her natural beauty and authenticity - Expression must be soft, elegant, confident, neutral - Avoid exaggerated expressions or strong emotional markings - Maintain realism over perfection SEAMLESS BLENDING (EXTREME REALISM): - Perfect skin tone matching between head and body - Match lighting direction, temperature, contrast, and exposure exactly - Recreate shadows and highlights consistently - Remove any visible cut, edges, halos, or mismatches - Blend neck transition naturally with anatomical accuracy - Maintain realistic skin texture (pores visible, no plastic skin) EYES REFINEMENT: - Slightly reduce dark circles and excessive black tones under the eyes - Keep natural eye shape and identity - Enhance subtle brightness and life in the eyes - Maintain realism (no artificial glow) HAIR IMPROVEMENT: - Preserve original hairstyle, length, and structure - Gently refine hair organization - Reduce frizz and random strands - Improve natural flow and subtle shine - Do NOT change haircut or volume BODY & POSTURE: - Keep the original body exactly as provided - Maintain posture, pose, and proportions - No distortion or anatomical inconsistencies LIGHTING & COLOR GRADING: - Match the original ad lighting perfectly (studio soft light) - Balanced highlights and shadows - Cinematic but realistic color grading - Skin tones must be natural and consistent with the scene DEPTH & CAMERA: - Professional commercial photography look - 85mm lens aesthetic - Sharp focus on face - Slight depth of field for realism - Perfect edge definition without artificial sharpening FINAL FINISH: - Ultra-clean, premium retouching (magazine level) - No artifacts, no blur, no distortions - Hyper-detailed, 8K resolution quality - Looks like a real high-budget marketing campaign - Indistinguishable from an original professionally designed advertisement MOOD: Elegant, confident, premium, trustworthy, modern business aesthetic --ar 4:5 --v 6 --style raw --q 2 --s 750
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
{ "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" }
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make the character gently bob up and down with excited idle animation: head tilts slightly left-right, ears twitch and flap softly, mouth opens and closes as if happily saying "tem!" or "hOI!", paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
{ "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" }
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". Make a soft bouncing idle animation in a smooth loop: the character excitedly bobs up and down (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge, whole body sways 4-6 pixels up and down in a bouncy cycle). A classic pixel-art speech bubble with the text "hOI!" appears above the character's head for about 1 second and then smoothly fades away. After that, the character settles into a calm standing position behind the box (acting as the shop counter), simply blinking its eyes, making small subtle head movements, and occasionally performing tiny paw gestures as if tidying up the counter or arranging small items. The entire sequence repeats seamlessly for a perfect loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
Animate this exact Undertale-style pixel art scene as a smooth looping 8-second idle animation, strictly preserving the original 8-bit pixel art aesthetic, limited color palette, sharp pixel edges and retro Undertale vibe (like Temmie Shop sprites). Main character (cute white cat-like creature with long gray hair, big fluffy white ears, blue-and-yellow striped shirt, black choker) is popping out of the big cardboard box labeled "*TEM SHOP*". The character performs exactly 4 excited bouncy jumps: for each jump the whole body rises and falls 4-6 pixels (head tilts slightly left-right, ears twitch and flap softly, paws resting on the box edge). During every single jump a classic pixel-art speech bubble with the text "hOI!" appears above the character's head and smoothly fades away right after the jump. After the fourth jump the character settles into a calm standing position behind the box (acting as the shop counter) and gently waves one paw left-right in a simple friendly waving motion while blinking its eyes and making small subtle head movements. After the wave, the character smoothly returns to the exact initial popping-out position (excited and ready for the next jumps). The entire sequence (4 jumps with "hOI!" bubbles + wave + smooth return to start position) repeats seamlessly, so the animation always ends exactly where it began for a perfect infinite loop. Details to animate: - White steam continuously rises in soft wavy pixels from the coffee mug on the box and slowly dissipates upward. - Pink goo slowly drips in thick droplets from the wooden barrel on the right, forming small pink puddles on the floor (loop the drip cycle). - Hanging orange and white stockings sway very gently left-right (subtle 2-pixel movement). - Tiny leaf on the branch on the shelf flutters lightly. - All other elements (bone, potion bottle, framed cat picture, small "TEM FLAKES" box, gold coin on floor) stay perfectly static. Camera is completely static, no zoom, no pan. Seamless loop, 24-30 fps, perfect for GIF or short video. Ultra faithful to the original pixel art style — no blurring, no 3D, no extra details, pure Undertale 2015-2018 sprite animation feel.
{ "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" }
STYLE: “A fusion of Lee Friedlander, David Carson, and glitch art, where a disorienting photographic composition blends with fragmented typography, characterized by deliberate digital distortion, static noise textures, and abrupt tonal shifts. The technique preserves the original subject while applying an aesthetic of disrupting communication through strategic visual interference.” Vietnamese woman from the 1950s, large brown eyes, tan lines, pin-up style, direct and intense gaze, full-length silhouette, summer outfit on a Honda in Saigon