매일 아침, 어제의 AI를 한 통으로 정리해 보내드립니다메일로 받아보기

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드롭 스케어 (1컷 · 약 6초)

가장 단순한 완성형이다. 단일 컷 하나에 필요한 모든 블록이 다 들어 있어 입문용으로 가장 좋다.

공개된 결과물은 5분 15초 전체 에피소드 하나다 — 이 프롬프트에 해당하는 컷을 잘라낸 영상. · 영상: 원문 공개본
PROMPT
ZEPHYR — SEEDANCE 2.0 PROMPT
SCENE: "Cliffhang — the drop scare" (mech jerks down, about to fall, but HOLDS; cabin hidden) · 1 shot · ~6s · 4K
BRIEF: the upside-down hanging mech suddenly JERKS sharply DOWN — the cable / anchor slips a little, it drops a short distance fast like it's about to fall — then the cable snaps taut and CATCHES. It does NOT fall, does NOT detach. Pick an angle where the cockpit cabin is NOT visible.

Reference binding (load in this order):
<<<image_1>>> → @hang_in_situ (the hanging mech in the scene — low angle, foggy; THE look / grade / integration reference) · <<<image_2>>> → @bridge_from_below (low from the riverbed looking up — location) · <<<image_3>>> → @broken_bridge (the torn break — Broken_Bridge_2) · <<<image_4>>> → @cable_anchor (the anchor / hook gripping the broken edge — what slips)
MATCH <<<image_1>>> (locked): keep the exact look, grade and integration of <<<image_1>>> — the mech already sits IN the fog (same cold desaturated blue-grey, same soft light, same haze, matched grain). Do NOT brighten / sharpen / re-tint it; it must stay filmed-in, NOT pasted.
NO CABIN VISIBLE (locked — pick the angle): frame from a low angle BEHIND / UNDER the mech so the cockpit canopy is turned away from camera and / or occluded by the body, legs and arms — the canopy / cockpit glass is NOT in shot. Show the back / underside, the wrapped leg, the cable, the anchor.
HANG POSE + ATTACHMENT (locked): mech hangs UPSIDE-DOWN by the wrapped LEG — the cable is shot from the hand + wound around the LEG, leg / foot up toward the anchor, body + head down. Hangs by the leg, NOT by the torso/chest/neck/head.
THE JERK (locked — the whole point): mid-shot the mech JERKS sharply DOWN a short distance (the anchor / cable slips) — fast, violent, heavy — as if about to fall; then the cable snaps taut and CATCHES, the mech recoils / bobs hard and swings, but HOLDS. It does NOT fall, does NOT drop away, the cable does NOT break, the anchor does NOT fully release. Dust + small debris shakes loose on the jerk.
ONE BRIDGE ONLY (locked): exactly ONE bridge — the same @broken_bridge; never spawn a new/second/different bridge.
NO UI / NO TEXT (locked): no HUD, screen/visor frame, gauges, on-screen text/numbers/Chinese or Korean characters, logos, watermarks.

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STYLE PREFIX
Style: 4K, photorealistic, real film grain + halation, large-format/IMAX-grade. NOT 3D render, NOT game engine, NOT cartoon.
Operating style — HOYTE VAN HOYTEMA: in-camera realism, atmospheric fog + volumetric light, tactile texture, vertiginous depth, photochemical, tension + dread.
Lighting: flat overcast daylight through heavy fog, soft sky key, cold desaturated earthy colour, gentle roll-off (match <<<image_1>>>).
Color — ACCENT DOCTRINE: ~70% cold desaturated blue-grey (fog, concrete, sky) + ~20% mustard + maroon (mech) + ~10% rust-red (corroded steel). Match <<<image_1>>>'s grade; integrated, not pasted.
Texture: corroded steel, spalled concrete, exposed rebar, scuffed mech armour, taut steel cable, fog moisture, shaken-loose dust + grit; 65mm grain, no digital sheen.
Camera/Lens: large-format 65mm spherical prime, 180° shutter natural motion blur, creamy falloff, natural halation; subtle lens breathing. No anamorphic streaks, no flares.
Physics: real gravity, inertia + heavy mass — on the JERK the full weight drops fast then the cable snaps taut with a hard recoil / bob + swing; the cable thrums; dust + debris shakes loose; nothing floats unnaturally; fog drifts. The mech HOLDS (does not fall).
Continuity: ONE bridge; mech state, inversion, cable path, fog, light + colour temp consistent the whole take.
Technical: 4K, real-time 24fps (no slow-motion), no flicker/warp/morph.
Audio: environmental SFX only. No music, no subtitles, no on-screen text, no watermarks.

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ASSETS
<<<image_1>>> = @hang_in_situ — the upside-down hanging mech in the foggy scene (white/grey + mustard/tan + dark-red, worn), already colour-integrated; the look / grade reference.
<<<image_2>>> = @bridge_from_below — low from the dried riverbed looking up at the broken span; debris + fog; the from-below vantage.
<<<image_3>>> = @broken_bridge — the torn collapsed span / broken edge, corroded rust-red steel + spalled concrete + bent rebar; cold foggy daylight.
<<<image_4>>> = @cable_anchor — forged anchor / hook gripping the broken concrete lip (spalled concrete + bent rebar), taut steel cable; corroded, straining — slips on the jerk but holds.

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SHOT — THE DROP SCARE (~6s): the hanging mech jerks sharply down, about to fall, then catches and holds (cabin hidden)
SCENE CONTEXT Low angle behind / under the upside-down hanging mech (<<<image_1>>> look), so the cockpit canopy is NOT visible — we see the back / underside, the wrapped LEG and the cable running up to @cable_anchor (<<<image_4>>>) on the broken edge of @broken_bridge (<<<image_3>>>); foggy ruined city beyond (<<<image_2>>>). The mech hangs tense; then the anchor slips and the whole mech JERKS sharply DOWN a short distance — fast and heavy, like it's about to fall — and the cable snaps taut and CATCHES, the mech recoiling / bobbing and swinging, dust shaking loose. It HOLDS — it does NOT fall. NO words.
ACTIVE REFERENCES <<<image_1>>> (mech look / grade, cabin hidden by angle) 100%; <<<image_4>>> (anchor that slips) 100%; <<<image_3>>> (broken edge) 100%; <<<image_2>>> (location / fog) 100%.
LOCATION MAP Low, behind / under the inverted mech (canopy turned away / occluded); the wrapped leg + cable rise to the anchor on the broken edge upper-frame; pale foggy sky + ruined skyline behind; clear gap below.
OPTICS / CAMERA Low angle behind/under the mech (canopy NOT in view). Near-locked; on the JERK a small reactive camera jolt / shake, then settle. Subtle lens breathing. SAME bridge stays consistent. Match <<<image_1>>>'s grade.
ACTION TIMING 0–2s: the inverted mech hangs tense on the taut cable, a faint sway, the anchor gives a low creak / groan. 2–3s: SUDDEN sharp JERK DOWN — the anchor slips, the mech drops a short distance fast (about to fall), a burst of dust + debris, the cable twangs. 3–4.5s: the cable snaps taut and CATCHES — the mech recoils / bobs hard and swings, but HOLDS. 4.5–6s: the violent swing dampens, dust drifts, it hangs again (still attached). Tense.
PHYSICS On the jerk the full heavy mass drops fast then the cable snaps taut with a hard recoil / bob + pendulum swing; the cable thrums; the wrapped leg + anchor strain, dust + grit shakes loose; everything has real weight + inertia; the mech HOLDS — does not fall, does not detach, cable does not break; fog drifts.
LIGHTING Flat overcast through heavy fog, soft sky key, cold ambient; faint mustard/maroon + rust glints; dust catching the pale light on the jerk. Haze, grain. Match <<<image_1>>> — integrated, not pasted.
COLOUR ~70% cold blue-grey; ~20% mustard + maroon (mech); ~10% rust-red (steel/cable). Match <<<image_1>>>'s grade.
AUDIO A low anchor creak / groan, then a sharp metallic CLUNK + cable twang as it jerks and catches, a hard recoil thud, dust + grit pattering loose, the cable thrum settling, distant city echo. NO words. SFX only. No music.
LOCKS LOW BEHIND/UNDER the mech (~6s); NO cabin / canopy visible (angle hides it); mech UPSIDE-DOWN, hanging by the wrapped LEG (cable from hand + around leg; NOT torso/chest/neck/head); sharp JERK DOWN → cable snaps taut → CATCHES + HOLDS (does NOT fall, does NOT detach, cable does NOT break); reactive camera jolt then settle; dust/debris shakes loose; ONE bridge (no new structure); MATCH <<<image_1>>> grade + integration (not pasted); white/grey + mustard/maroon mech; real heavy mass + inertia; NO UI/HUD/text; non-verbal; 4K 24fps; SFX only; no music; markers never generated.

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NEGATIVE PROMPT (paste into Seedance's negative field if available)

HUD, UI, reticle, scope, on-screen graphics, screen/visor frame, gauges, on-screen text, numbers, letters, Chinese characters, Korean characters, logo, watermark; cockpit canopy visible, glass canopy, cockpit window, cabin interior, pilot visible, person in cabin; mech falls, mech drops away, mech detaches, cable snaps, cable breaks, anchor fully releases, mech hits the ground, free fall; second bridge, new bridge, different bridge, multiple bridges, changing/morphing structure; upright mech, right-side-up mech, mech standing; floating mech (no cable), slack cable (resting); hanging by torso, hanging by chest, hanging by neck, hanging by head, leg not wrapped; pasted-in, composited look, photoshopped, cut-out edges, brightened mech, mismatched lighting, mech too sharp against soft background, no atmospheric haze; warm sunny light, deep blue sky, clear weather; slow-motion; music, score; spoken words, talking, subtitles, captions; plastic/waxy skin, doll, CGI; cartoon, anime cel-shading; jerky unusable shake, motion sickness.

영어 원문 그대로입니다. 영상·이미지 모델은 영어 프롬프트에서 가장 안정적으로 동작하기 때문에 번역하지 않고 싣습니다. 무엇을 바꿔 쓰면 되는지는 아래에 한국어로 적어 뒀습니다.

바꿔 쓸 곳

SHOT 블록의 ACTION TIMING 초 단위와 LOCKS 항목이 이 프롬프트의 심장입니다. 소재를 바꾸려면 「매달린 메크」를 다른 대상으로 바꾸되, 「떨어질 듯하다가 붙잡힌다」는 사건 구조와 「케이블이 끊기지 않는다」는 금지문은 그대로 두세요. <<<image_N>>> 은 자기 레퍼런스 이미지 순서로 다시 지정합니다.