DURATION: EXACTLY 10 SECONDS ASPECT RATIO: 16:9 STYLE: Premium Hollywood live-action psychological horror, ultra-photorealistic humans, grounded CGI, realistic physics, elegant Japanese dark fantasy, desaturated cinematic photography. No anime rendering. ENVIRONMENT Vast abandoned underground Japanese temple. Aged wooden pillars, black stone flooring, shallow reflective water, old oil lanterns, faint moonlight and floor-level mist. Deep architectural layers create oppressive atmosphere and strong spatial depth. LIGHTING / COLOR Cold blue-gray moonlight, restrained amber lanterns, detailed shadows, subtle haze, realistic reflections, natural skin tones. Desaturated charcoal, black, gray, and weathered wood. No neon. ACEN Calm, composed, elegant, intimidating. Natural human performance. Zanpakutō remains physically consistent. CORE CONCEPT Kyōka Suigetsu manifests gradually: EMPTY SPACE → SUBTLE DISTORTION → TRANSPARENT ACEN → INCREASING DENSITY → FULLY REALISTIC ACEN. Approximately 12–14 manifestations emerge asynchronously across different depths and positions, never in formations. No instant appearance, teleportation, holograms or pop-in. Each has subtle, independent human movements. ACTION / CAMERA 0.0–1.5s — ACTIVATION Medium-wide shot. Camera slowly arcs around Acen as he draws his Zanpakutō. Cold light catches the blade. He quietly says “Kudakero, Kyōka Suigetsu.” Metallic blade sound and distant ambience only. No aura or explosion. 1.5–3.0s — FIRST MANIFESTATIONS Camera continues moving. Empty space behind a pillar subtly distorts, gradually forming a transparent Acen. Three more emerge independently near a wall pillar, and water. Background remains visible through them. Subtle blinking and head movements. 3.0–5.0s — THE ROOM BEGINS TO FILL Lateral tracking reveals additional Acens behind pillars and near the water. Some are faint, others 50–70% opaque and one nearly solid. Natural breathing, posture adjustments, and subtle sword-grip movements. No synchronization. 5.0–7.0s — COMPLETE HYPNOSIS ESCALATES Camera passes foreground architecture, revealing 9–11 scattered manifestations across different depths. Some are partially hidden or visible through reflections. Skin, fabric, shadows, reflections and mist gradually respond like real physical bodies. 7.0–8.8s — REALITY BECOMES UNTRUSTWORTHY Passing another pillar reveals 12–14 Acens throughout the sanctuary.Some are solid, some translucent others obscured. Every manifestation develops gradually from empty space. No attacks or theatrical reactions. 8.8–10.0s — FINAL REVEAL Camera passes a final pillar, revealing a fully solid Acen close to the lens. No glow or distortion.He calmly looks toward the camera with a faint smile. Numerous manifestations remain scattered behind him in different states of solidity.The original is indistinguishable.CUT TO BLACK. CAMERA LANGUAGE Continuous lateral tracking with a subtle orbital arc. Use pillars darkness, and parallax to reveal manifestations naturally. Maintain spatial depth. No frantic handheld random shake, or unnecessary cuts. VFX / PHYSICS:Grounded CGI, realistic human integration, progressive solidity, consistent shadows and reflections natural fabric movement, mist displacement and water interaction. No holograms, glowing edges particles, dissolves or teleportation. PERFORMANCEAcen remains unnervingly calm. No screaming, exaggerated expressions, attacks, or unnecessary sword choreography. Horror comes from numerous realistic versions occupying the sanctuary. NEGATIVE: Anime, cartoon, videogame render plastic skin, holograms, clone formations synchronized movements, static mannequins, instant materialization teleportation, magical explosions, neon, distorted anatomy duplicated limbs, floating sword inconsistent reflections or shadows rubber physics excessive camera shake chaotic editing cheap horror oversaturated colors.
このクリップは Kuaishou の Kling 4.0 で生成されました。ページ上のプロンプトが、生成に使われた原文そのものです。
作例は Kling 4.0 で、次の設定で生成されました:16:9 · 0:10 · Cinematic · Horror · Dark。同じ設定を使うと最も近い結果が得られます。
まずプロンプトをそのままコピーし、カメラ・動き・ライティングの記述は残して被写体だけ変えます。動画モデルは言い回しに敏感なので、数回試すのがおすすめです。
もちろんです。シーンの差し替えやテンポ表現、アスペクト比の変更など、プロジェクトに合わせて自由に調整してください。