VERIFIED X VISUAL PROMPT

Have been working on new city prompts lately.

Have been working on new city prompts lately. — visual result shared by @Gdgtify

Creator: @Gdgtify

Model: Not specified

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原始提示词
Have been working on new city prompts lately. This one is a vertical cutaway tower visualization of these cities.

INPUT_TOPIC ::= "<insert city / neighborhood / district>" [TOPIC_ANALYSIS] From INPUT_TOPIC, infer and assign: - STRUCTURE: the single most iconic mixed-use building of that place (tenement, machiya, brownstone, kiosk-tower, shophouse), 4–6 stories. - STRATA: 4–5 vertically stacked zones, bottom to top — cellar/utility, ground-floor commerce, mid residential, upper residential, roof world — each with its own function and palette. - RESIDENTS: 6–8 locals distributed across strata, each mid-action and true to that floor (shopkeeper, cook, repair worker, kid, elder, cat). - STREET_LIFE: 2–3 figures and a vehicle on the sliver of pavement at the base. - EASTER_EGGS: 12+ local props, signage in the right script, and one DEEP_CUT native detail tucked in a corner. - LIGHT_LOGIC: cellar bare-bulb, shop neon/awning shade, warm apartment lamps, blue TV glow, open-sky roof. <scene> ::= <shell> + <strata_grid> + <residents> + <dense_dressing> + <render_env> <shell> ::= "a single isometric building-block of STRUCTURE with two adjoining façades and the roof cut away on a clean vertical section line, a thin strip of its own street at the base, floating in a plain neutral void, true architecture, real local materials and weathering" <strata_grid> ::= "STRATA stacked floor over floor inside the shell — each a fully realized tiny room with its own [LIGHT_LOGIC], flooring, furniture and a connecting stair or ladder, separated by visible slab floors and party walls" <residents> ::= "RESIDENTS placed one-to-two per floor, each genuinely doing something tied to that level, correctly scaled to the furniture; two of them interacting across a stairwell or window; STREET_LIFE below" <dense_dressing> ::= "EASTER_EGGS distributed by floor — goods, posters, laundry, pipes, clutter that is full but readable — with the DEEP_CUT tucked into one corner" <render_env> ::= "clean 3D render, soft global illumination plus the per-floor practical lights, gentle ambient occlusion in corners and under slabs, true isometric 45° camera, seamless neutral backdrop, crisp throughout" [INSTRUCTION] Render one image of <scene>, deriving every variable from INPUT_TOPIC. Density is zoned per floor: each room reads alone, residents act, lighting differs by stratum. Miniature isometric architectural cutaway.