完整提示詞
[Generation Goal] Part 1 of 2. A 30-second live-action post-apocalyptic desert race scene packed with classic car-chase action. Gritty, photoreal, cinematic. No dialogue, no music, no subtitles. [Global Settings] Vast scorched desert under a low harsh sun, single motivated light source only. Two heavily modified armored race cars: HERO CAR — a rust-brown V8 muscle car with welded scrap-metal plating, mismatched panels, exposed supercharger, sand-scoured paint, worn textures and patina, lived-in and imperfect; RIVAL CAR — a black spiked buggy with a roll cage and torn banner flags. Visual style: photoreal, telephoto compression, layered depth with dust fore/mid/background, fine film grain, subtle anamorphic flare, grit and sand specks hitting the lens. Both cars always travel screen-left to screen-right, including across insert shots. Kicked-up dust interacts with light and settles on bodywork, grounded contact shadows. Suspension visibly compresses on impacts. Audio: diegetic only — roaring engines, wind, sand on metal; accent only three impacts (two door slams, one jump landing). No music, no dialogue, no subtitles, no on-screen text or diagrams, no drivers' faces in close-up. [Stage 1 | 0-5s] Initial state: ultra-low wide-angle at ground level — the rival car's huge tire rips past inches from the lens spraying sand — then telephoto wide reveals both cars tearing across cracked desert flats. Primary event: the hero car chases half a car-length behind. End state: both cars in frame, hero trailing. <Deep engine roar> [Stage 2 | 5-12s] Continue: same cars, same direction, camera tracking alongside at door level. Primary event: the hero car surges up and slams its door into the rival's door twice — metal grinding, sparks, paint chips. End state: the two cars run exactly side by side, door to door; quick one-second insert of a gloved hand hammering the gearshift and a boot flooring the throttle. <Two hard metal slams> [Stage 3 | 12-19s] Primary event: a field of rusted car wrecks ahead — the two cars split left and right, threading between wrecks with inches to spare, mirrors nearly clipping metal. End state: both cars burst clear of the wreck field; a towering wall of sandstorm now looms on the horizon ahead. [Stage 4 | 19-25s] Primary event: the hero car hits a rock ridge and jumps — all four wheels airborne, hanging for a beat — then lands hard, suspension crushing down, dust exploding. End state: the rival car swings wide to avoid the storm; the hero car holds its line straight at the wall. <One heavy landing thud> [Stage 5 | 25-30s] Primary event: the hero car snaps into a long drift, carving an arc of dust, and slides nose-first into the base of the sand wall. End state: hold on the hero car half-swallowed by the churning sand wall, taillights glowing through the dust — a strong clean final frame. [Maintain Consistency] Same two cars throughout, same damage and plating, screen direction always left to right, single low sun, no music, no subtitles, no new vehicles or characters.
動作 / 戰鬥 / 超能力