rn-niulai-style-image
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Chinese牛来风格图片生成
牛来风格图片生成
Use the runtime's image-edit tool for an existing still and its image-generation tool only for a new scene. Treat the task as when an edit target exists and as for a new scene.
style-transferstylized-concept对于现有剧照,使用运行环境的 工具;只有在创作全新场景时,才使用 工具。存在编辑目标时,将任务视为 ;对于新场景,则视为 。
image-editimage-generationstyle-transferstylized-conceptChoose the mode
选择模式
- Default to : rough low-budget 3D observed in public film frames.
niulai-film-3d - Use only when the user explicitly asks for the water-ink poster. Never mix the poster with the film-frame references.
niulai-poster-ink - Describe the result as matching the observed public-frame visual grammar, not as an official art specification.
Read style-spec.md before authoring the prompt. Read evaluation-rubric.md before judging any output.
- 默认使用 :采用公开电影画面中可观察到的粗粝、低成本 3D 风格。
niulai-film-3d - 仅当用户明确要求水墨海报时,才使用 。绝不将海报模式与正片画面参考素材混用。
niulai-poster-ink - 将结果描述为匹配公开正片画面中可观察到的视觉语法,而不是官方美术规范。
编写提示词前,阅读 style-spec.md。评估任何输出前,阅读 evaluation-rubric.md。
Prepare inputs
准备输入
- Label the edit target as Image 1.
- Select two style references from that cover face and body. The image tool accepts at most three inputs total.
assets/style-reference/ - If a source still is wider than about 1600 px, resize a working copy first. Oversized stills fail.
- Preserve the target's character count, positions, action, clothing-color roles, key props, and camera crop unless the user asks to change them.
- Remove source logos, titles, dates, subtitles, and watermarks from the output.
- If a still is blocked by moderation, stop that still and switch to another adult scene. Do not paraphrase to retry. Prefer stills of adults; skip group shots of children.
- 将编辑目标标记为 Image 1。
- 从 中选择两张分别覆盖面部和身体风格的参考图。图片工具最多总共接受三个输入。
assets/style-reference/ - 如果源剧照的宽度超过约 1600 px,请先调整工作副本的尺寸。尺寸过大的剧照会导致处理失败。
- 除非用户要求更改,否则保留目标中的角色数量、位置、动作、服装颜色及其角色区分、关键道具和镜头裁切。
- 从输出中移除源素材的 logo、标题、日期、字幕和水印。
- 如果某张剧照被审核机制拦截,停止处理该剧照,并换用另一个成人场景。不要通过改写提示词重试。优先选择成年人剧照;跳过儿童群体镜头。
Build the first prompt
构建首个提示词
Use this structure:
text
Use case: style-transfer
Asset type: <intended use and aspect>
Input images: Image 1 is the edit target; Images 2-N are style references. Match the look of Images 2-N, not a polished 3D reinterpretation.
Primary request: Rebuild Image 1 as cheap inflatable-costume 3D from an early-2000s amateur animation, while preserving <scene invariants>.
Character translation: Replace people with distinct upright bovine characters whose bodies are sausage-like inflatable suits; preserve identity through role, clothing color, pose, and left-right position rather than human facial likeness.
Style/medium: balloon torsos with almost no waist; oversized mask heads; pale plastic muzzles; small half-lidded eyes; uneven blunt horns; short tube limbs; mitten hands; white sock-hooves; blurry low-resolution fur-color bitmaps stretched across smooth blobby meshes; broad smears, visible seams and scale mismatch; weak contact shadows; primitive flat lighting; stock tutorial trees and painted backdrops; mild cinema-screen capture softness.
Constraints: <invariants>; no text, logo, watermark, subtitle, or date.
Avoid: professional 3D, clean low-poly, cinematic game art, realistic fur, appealing mascot design, Pixar/Disney, global illumination, correct human anatomy under an animal head.Do not ask merely for "low poly." That usually produces clean modern game art and misses the target. The dominant miss is a well-made animal-headed human. If the body has a waist, articulated fingers, groomed fur, or cinematic light, the result is wrong.
使用以下结构:
text
Use case: style-transfer
Asset type: <intended use and aspect>
Input images: Image 1 is the edit target; Images 2-N are style references. Match the look of Images 2-N, not a polished 3D reinterpretation.
Primary request: Rebuild Image 1 as cheap inflatable-costume 3D from an early-2000s amateur animation, while preserving <scene invariants>.
Character translation: Replace people with distinct upright bovine characters whose bodies are sausage-like inflatable suits; preserve identity through role, clothing color, pose, and left-right position rather than human facial likeness.
Style/medium: balloon torsos with almost no waist; oversized mask heads; pale plastic muzzles; small half-lidded eyes; uneven blunt horns; short tube limbs; mitten hands; white sock-hooves; blurry low-resolution fur-color bitmaps stretched across smooth blobby meshes; broad smears, visible seams and scale mismatch; weak contact shadows; primitive flat lighting; stock tutorial trees and painted backdrops; mild cinema-screen capture softness.
Constraints: <invariants>; no text, logo, watermark, subtitle, or date.
Avoid: professional 3D, clean low-poly, cinematic game art, realistic fur, appealing mascot design, Pixar/Disney, global illumination, correct human anatomy under an animal head.不要仅仅要求“low poly”。这通常会生成干净的现代游戏美术风格,并偏离目标。最常见的偏差是生成制作精良的兽头人身形象。如果角色身体有腰部、可活动的手指、经过修饰的毛发或电影级光照,结果就是错误的。
Iterate deliberately
有意识地迭代
- Generate one first-pass image.
- Compare target, style reference, and output with when local paths are available. Create
scripts/.venv/bin/python scripts/make_comparison.pyand install Pillow if that interpreter is missing.scripts/.venv - Score all six rubric dimensions. Continue if total score is below 27/30, any dimension is below 4, or an automatic-fail condition applies.
- Change one dominant failure per iteration:
- live-action leftover -> rebuild the whole frame as 3D, including walls, props, and fire;
- too polished -> degrade texture scale, seams, lighting coherence, and capture sharpness;
- too cute -> flatten expressions, shrink eyes, widen muzzle, stiffen pose;
- mascot-in-a-photo or vinyl suit -> replace with balloon geometry and blurry stretched low-resolution color bitmaps;
- ragdoll overshoot -> remove button eyes, Frankenstein stitches, and letter prints;
- reference bleed -> do not use a leopard/print ref unless the target character is spotted;
- generic low-poly -> replace crisp facets with blobby forms and mismatched pasted textures;
- material still looks skilled -> remove embossed/procedural detail, flatten to blurry low-resolution bitmaps, broad UV smears, and simple smooth meshes;
- scene drift -> repeat character count, positions, props, and action invariants;
- character merging -> name every character by position and action.
- Re-state all invariants on every edit. Stop only after the threshold passes.
Keep iteration history under when building or validating this Skill. Save selected finals under .
assets/showcases/iterations/assets/showcases/final/- 生成第一版图片。
- 在本地路径可用时,使用 对比目标图、风格参考图和输出结果。如果缺少该解释器,请创建
scripts/.venv/bin/python scripts/make_comparison.py并安装 Pillow。scripts/.venv - 对全部六个评分维度进行评分。如果总分低于 27/30、任一维度低于 4,或触发自动不通过条件,则继续迭代。
- 每次迭代只修改一个最突出的失败项:
- 存在真人画风残留 → 将整个画面重建为 3D,包括墙面、道具和火焰;
- 效果过于精致 → 降低纹理分辨率与画面采集清晰度,强化接缝并削弱光照一致性;
- 造型过于可爱 → 让表情变得平板,缩小眼睛,拓宽口鼻,使姿态更加僵硬;
- 像照片中的吉祥物或乳胶服装 → 使用气球状几何体,以及模糊、拉伸的低分辨率色彩位图;
- 布娃娃感过于夸张 → 移除纽扣眼、弗兰肯斯坦式缝线和字母印花;
- 参考素材串扰 → 除非目标角色带有豹纹或斑点图案,否则不要使用豹纹/印花参考图;
- 呈现为泛化的 low-poly 风格 → 将锐利切面替换为团块状形体,以及不匹配的粘贴纹理;
- 材质看起来仍然过于精致 → 去除浮雕/程序化细节,将其处理为模糊的低分辨率位图、大面积 UV 涂抹痕迹和简单平滑网格;
- 场景发生漂移 → 重新强调角色数量、位置、道具和动作等不变量;
- 角色相互融合 → 按位置和动作逐一命名每个角色。
- 每次编辑都要重新说明所有不变量。只有通过阈值检查后才能停止。
构建或验证此 Skill 时,将迭代历史保存在 下。将选定的最终成果保存在 下。
assets/showcases/iterations/assets/showcases/final/Deliver
交付
Report:
- final image paths;
- final prompt or prompt template;
- per-image rubric score;
- which iteration changed the result materially;
- built-in image generation as the execution mode.
报告:
- 最终图片路径;
- 最终提示词或提示词模板;
- 每张图片的评分量表得分;
- 哪一次迭代带来了实质性改进;
- 以内置图片生成功能作为执行模式。