seedance-3d-cgi

Compare original and translation side by side

🇺🇸

Original

English
🇨🇳

Translation

Chinese

Seedance 2.0(Higgsfield)——3D CGI风格提示词生成器

Seedance 2.0 (Higgsfield) – 3D CGI Style Prompt Generator

概述

Overview

此技能指导您通过为 Seedance 2.0(Higgsfield) 优化的方式创建世界级3D CGI和渲染视频提示词。无论您是针对皮克斯风格动画、逼真产品可视化、建筑漫游、科幻环境还是生物角色动画,此框架提供了生成引人入胜的CGI内容所需的术语、结构和心理学知识。
通用"使其看起来像3D"请求与制片级CGI提示词之间的区别在于具体性:渲染引擎术语、材质属性、打光语言、摄像机动态以及在前两秒吸引注意力的"钩子"架构。此技能教您所有这些。

This skill guides you to create world-class 3D CGI and rendered video prompts optimized for Seedance 2.0 (Higgsfield). Whether you're targeting Pixar-style animation, photorealistic product visualization, architectural walkthroughs, sci-fi environments, or character animation, this framework provides the terminology, structure, and psychological knowledge needed to generate engaging CGI content.
The difference between a generic "make it look 3D" request and a studio-grade CGI prompt lies in specificity: rendering engine terminology, material properties, lighting language, camera dynamics, and the "hook" architecture that grabs attention in the first two seconds. This skill teaches you all of these.

Seedance 2.0(Higgsfield)接受的内容

Accepted Content for Seedance 2.0 (Higgsfield)

Seedance 2.0(Higgsfield) 是一个针对高质量渲染内容优化的生成视频平台。它擅长:
  • 渲染引擎与风格:Blender Cycles、Unreal Engine 5(UE5)、Octane Render、Arnold、RenderMan、V-Ray、Redshift、Corona Renderer、实时光线追踪、NVIDIA OptiX
  • 分辨率与帧率:最高4K 60fps或更高;支持电影级24fps和30fps工作流
  • 动画与运动:流畅的程序化运动、物理模拟、角色绑定、角色动画、粒子系统、流体动力学
  • 材质和着色:PBR(基于物理的渲染)、次表面散射、镜面反射、光泽度贴图、法线贴图
  • VFX集成:烟雾、火焰、液体、布料模拟、碎片和爆炸
  • 输入/输出规格:最多9张图像、3个视频、3个音频文件,最多12个组合资源
  • 特殊语法
    @material[name]
    用于在提示词中引用上传的参考资料

Seedance 2.0 (Higgsfield) is a generative video platform optimized for high-quality rendered content. It excels in:
  • Render Engines & Styles: Blender Cycles, Unreal Engine 5 (UE5), Octane Render, Arnold, RenderMan, V-Ray, Redshift, Corona Renderer, real-time ray tracing, NVIDIA OptiX
  • Resolution & Frame Rate: Up to 4K 60fps or higher; supports cinematic 24fps and 30fps workflows
  • Animation & Motion: Smooth procedural motion, physics simulation, rigging, character animation, particle systems, fluid dynamics
  • Materials & Shading: PBR (Physically Based Rendering), subsurface scattering, specular reflection, gloss maps, normal maps
  • VFX Integration: Smoke, fire, liquids, cloth simulation, debris and explosions
  • Input/Output Specifications: Up to 9 images, 3 videos, 3 audio files, maximum 12 combined resources
  • Special Syntax:
    @material[name]
    for referencing uploaded references in prompts

3D CGI中的2秒钩子框架

2-Second Hook Framework in 3D CGI

成功的CGI提示词从一个即时的视觉承诺开始。前两秒应该清楚地展示:
  1. 三维形式 — 观众立即理解这是什么以及它在三维空间中的位置
  2. 表面品质 — 材质看起来是真实的吗?有光泽吗?金属质感吗?
  3. 打光环境 — 光从哪里来?它是室内还是户外?
Successful CGI prompts start with an immediate visual promise. The first two seconds should clearly show:
  1. 3D Form — The audience immediately understands what it is and its position in 3D space
  2. Surface Quality — Does the material look real? Glossy? Metallic?
  3. Lighting Environment — Where is the light coming from? Is it indoor or outdoor?

框架

Framework

[0–0.5秒]: [主体建立] + [相机视角] + [关键光源]
[0.5–1秒]: [材质细节] + [环境线索]
[1–2秒]: [相机运动或变换] + [深度和规模]
[0–0.5s]: [Subject Establishment] + [Camera Angle] + [Key Light Source]
[0.5–1s]: [Material Details] + [Environmental Cues]
[1–2s]: [Camera Movement or Transformation] + [Depth and Scale]

例子1:产品可视化

Example 1: Product Visualization

0–0.5秒:一个豪华手表正面视图。三个点打光设置。金属案例在白色背景上。柔软的阴影。
0.5–1秒:特写镜头展示瑞士制造的刻字。次表面散射在蓝宝石水晶上。
1–2秒:旋转360度。反射在抛光金属上。全景景深。
0–0.5s: Front view of a luxury watch. Three-point lighting setup. Metal case on a white background. Soft shadows.
0.5–1s: Close-up showing Swiss-made engravings. Subsurface scattering on sapphire crystal.
1–2s: 360-degree rotation. Reflections on polished metal. Full depth of field.

例子2:建筑可视化

Example 2: Architectural Visualization

0–1秒:现代玻璃建筑的外立面。日出时分。长阴影穿过玻璃。
1–2秒:无人机镜头向上旋转。天空从淡蓝色过渡到金色。反射在玻璃上。
0–1s: Facade of a modern glass building. Sunrise. Long shadows across the glass.
1–2s: Drone shot panning upward. Sky transitions from light blue to golden. Reflections on glass.

例子3:皮克斯风格角色

Example 3: Pixar-Style Character

0–1秒:一个友好的卡通人物的正面视图。高度过饱和的颜色。明亮的三点打光。
1–2秒:角色转身和微笑。皮肤有细微的SSS。眼睛反射灯光。

0–1s: Front view of a friendly cartoon character. Highly saturated colors. Bright three-point lighting.
1–2s: Character turns and smiles. Subtle SSS on skin. Eyes reflect the light.

3D CGI术语架构

3D CGI Terminology Architecture

第1层:渲染引擎和全局光

Layer 1: Render Engines & Global Illumination

渲染引擎选择

Render Engine Selection

引擎最佳用途外观特征
Blender Cycles逼真的通用渲染物理准确,少数伪影,自然阴影
Unreal Engine 5实时视觉效果,游戏品质动态打光,实时阴影,快速迭代
Octane RenderGPU加速,产品渲染超清晰,细致的反射,极快
Arnold大制作VFX程序化,可扩展,数据驱动
RenderMan皮克斯动画标准柔软的阴影,高端动画品质
V-Ray建筑、产品、VFX照片级真实感,强大的材质
RedshiftGPU渲染,小时级效率高速渲染,实时预览
EngineBest Use CasesVisual Characteristics
Blender CyclesPhotorealistic general-purpose renderingPhysically accurate, minimal artifacts, natural shadows
Unreal Engine 5Real-time visuals, game-qualityDynamic lighting, real-time shadows, fast iteration
Octane RenderGPU-accelerated, product renderingUltra-sharp, detailed reflections, extremely fast
ArnoldLarge-scale VFXProcedural, scalable, data-driven
RenderManPixar animation standardSoft shadows, high-end animation quality
V-RayArchitecture, product, VFXPhotorealistic, powerful material system
RedshiftGPU rendering, hour-level efficiencyHigh-speed rendering, real-time preview

全局光照技术

Global Illumination Techniques

直接光照 → 最快,最少逼真感(用于概念概览)
间接光照(一次反弹) → 平衡的速度和真实感(产品、建筑)
路径追踪(多反弹) → 最慢,最逼真(高端电影)
光子贴图 → 室内渲染、焦散特效
体积光(缎光) → 烟雾、雾霾、丁达尔效应
Direct Lighting → Fastest, least realistic (for concept overviews)
Indirect Lighting (1 bounce) → Balanced speed and realism (products, architecture)
Path Tracing (multiple bounces) → Slowest, most realistic (high-end films)
Photon Mapping → Indoor rendering, caustic effects
Volume Lighting (satin light) → Smoke, haze, god rays

第2层:材质、表面和着色

Layer 2: Materials, Surfaces & Shading

PBR(基于物理的渲染)工作流

PBR (Physically Based Rendering) Workflow

三个核心属性定义任何CGI表面:
属性范围影响说明
基色sRGB物体的真实颜色金属不使用基色;它们使用反射率和特殊镜面色
粗糙度0.0–1.0表面散射程度0.0 = 镜面光滑;1.0 = 极度漫反射
金属感0.0–1.0导电性(电影的关键)0.0 = 非金属;1.0 = 金属(不混合!)
法线贴图XYZ方向微观表面细节的错觉不改变实际几何体,节省多边形
光泽度贴图灰度每个纹素的表面变化使表面看起来磨损或脏污
Three core properties define any CGI surface:
PropertyRangeImpactDescription
Base ColorsRGBTrue color of the objectMetals do not use base color; they use reflectance and special specular colors
Roughness0.0–1.0Degree of surface scattering0.0 = mirror-smooth; 1.0 = extremely diffuse
Metallic0.0–1.0Conductivity (key for cinematography)0.0 = non-metal; 1.0 = metal (no mixing!)
Normal MapXYZ directionsIllusion of micro-surface detailsDoes not change actual geometry, saves polygons
Gloss MapGrayscaleSurface variations per texelMakes surfaces look worn or dirty

材质示例提示词

Material Example Prompts

黄金戒指,高端珠宝风格:
- 基色:#FFD700(真实金色)
- 粗糙度:0.2(抛光但不是完全镜面)
- 金属感:1.0(100%金属)
- 法线贴图:细致的锤打纹理
- 反射:100%。Fresnel效应。

陶瓷碗,乳白色:
- 基色:#F5F5F5(接近白色)
- 粗糙度:0.15(光滑陶瓷)
- 金属感:0.0(非金属)
- 次表面散射:轻微的(薄陶瓷通常有SSS)

磨损的皮革沙发:
- 基色:#8B4513(棕色)
- 粗糙度:0.6(粗糙但保留一些反射)
- 金属感:0.0
- 法线贴图:皱纹和磨损的皮肤细节
- 光泽度贴图:边缘和折痕处更暗
Gold ring, high-end jewelry style:
- Base Color: #FFD700 (real gold)
- Roughness: 0.2 (polished but not perfectly mirror)
- Metallic: 1.0 (100% metal)
- Normal Map: Detailed hammered texture
- Reflection: 100%. Fresnel effect.

Ceramic bowl, milky white:
- Base Color: #F5F5F5 (near white)
- Roughness: 0.15 (smooth ceramic)
- Metallic: 0.0 (non-metal)
- Subsurface Scattering: Slight (thin ceramics often have SSS)

Worn leather sofa:
- Base Color: #8B4513 (brown)
- Roughness: 0.6 (rough but retains some reflection)
- Metallic: 0.0
- Normal Map: Wrinkles and worn skin details
- Gloss Map: Darker on edges and creases

高级材质技术

Advanced Material Techniques

次表面散射(SSS)
用于:皮肤、石蜡、大理石、薄瓷器
效果:光透过表面穿过,创造温暖感
提示词提示:添加SSS时,指定"光散射距离"(1-5mm范围)
镜面反射和菲涅尔
用于:水、玻璃、光亮的表面
效果:以陡峭的角度看时更反光(手机屏幕),正面看时更透明
提示词提示:"强菲涅尔效应"或"边缘处更反光"
各向异性高光
用于:拉丝金属、缎面、头发
效果:反射不是圆形,而是细线条状
提示词提示:"拉丝铝"或"各向异性高光"
Subsurface Scattering (SSS)
Used for: Skin, paraffin, marble, thin porcelain
Effect: Light passes through the surface, creating a warm feel
Prompt Tip: When adding SSS, specify "light scattering distance" (1-5mm range)
Specular Reflection & Fresnel
Used for: Water, glass, shiny surfaces
Effect: More reflective when viewed at steep angles (phone screens), more transparent when viewed head-on
Prompt Tip: "Strong Fresnel effect" or "more reflective at edges"
Anisotropic Highlights
Used for: Brushed metal, satin, hair
Effect: Reflections are not circular but thin, linear
Prompt Tip: "Brushed aluminum" or "anisotropic highlights"

第3层:打光和VFX

Layer 3: Lighting & VFX

三点打光设置(CGI标准)

Three-Point Lighting Setup (CGI Standard)

关键灯 → 主光源,45度角,产生定义阴影
填充灯 → 软灯(1:3或1:4比例),填充阴影细节
背光 → 从后面分离主体,创造边缘高光
Key Light → Main light source, 45-degree angle, creates defining shadows
Fill Light → Soft light (1:3 or 1:4 ratio), fills in shadow details
Back Light → Separates subject from background, creates edge highlights

CGI打光术语

CGI Lighting Terminology

术语定义用途
HDRI(高动态范围图像)360度照明环境逼真的环境反射和阴影
焦散从水或玻璃折射的图案游泳池、水下场景、玻璃灯
体积光穿过颗粒(烟雾、灰尘)的光束戏剧性效果,大气感
自发光从着色器发出光的表面霓虹灯、屏幕、发光的眼睛
TermDefinitionUse Case
HDRI (High Dynamic Range Image)360-degree lighting environmentRealistic environmental reflections and shadows
CausticsPatterns refracted from water or glassSwimming pools, underwater scenes, glass lamps
Volume LightingLight beams passing through particles (smoke, dust)Dramatic effects, atmospheric feel
Self-IlluminationSurfaces that emit light from the shaderNeon signs, screens, glowing eyes

第4层:相机和构图

Layer 4: Camera & Composition

CGI相机设置

CGI Camera Settings

焦距:
- 35mm(标准):自然视角,多用途
- 50mm(标准):人像,最接近人眼
- 85mm(长焦):人像,压缩深度
- 24mm(广角):建筑,环境
- 17mm(超广角):戏剧性环境,变形

光圈(景深):
- f/1.4–f/2.8:非常浅,隔离主体
- f/5.6–f/8:平衡的深度
- f/16+:所有内容清晰(建筑/产品)
Focal Length:
- 35mm (standard): Natural perspective, multi-purpose
- 50mm (standard): Portraits, closest to human eye
- 85mm (telephoto): Portraits, compressed depth
- 24mm (wide-angle): Architecture, environments
- 17mm (ultra-wide): Dramatic environments, distortion

Aperture (Depth of Field):
- f/1.4–f/2.8: Very shallow, isolates subject
- f/5.6–f/8: Balanced depth
- f/16+: Everything in focus (architecture/products)

构图原则

Composition Principles

三分法则 → 在1/3线上放置主体
前导线 → 直线引导观众眼睛进入框架
开放与对称 → 创造平衡感或对比感
负空间 → 留空以创造呼吸和孤立感
垂直和水平 → 避免倾斜的地平线(除非有意)
Rule of Thirds → Place subject on 1/3 lines
Leading Lines → Straight lines guide viewer's eye into the frame
Symmetry & Asymmetry → Create balance or contrast
Negative Space → Leave empty space to create breathing room and isolation
Vertical & Horizontal → Avoid tilted horizons (unless intentional)

第5层:动画和运动

Layer 5: Animation & Motion

动画基础(12条动画原则)

Animation Basics (12 Principles of Animation)

压缩和拉伸 → 物体在运动时变形以显示力
预期 → 动作前的微妙准备
分段动作 → 动作不是同时发生的,而是按顺序
跟随和重叠 → 一部分比另一部分晚停止(头发、衣服)
弧形 → 自然弧形,不是直线
时序 → 速度和节奏传达权重和意图
缓冲进出 → 物体加速和减速,不是突然停止
呼吸 → 角色即使静止也在微妙地移动
次要动作 → 头转向转身的方向之前
立体感 → 角色看起来有体积和重量
吸引力 → 好的设计吸引观众的眼睛
Squash and Stretch → Objects deform during movement to show force
Anticipation → Subtle preparation before an action
Staging → Actions do not happen simultaneously, but in sequence
Follow-Through and Overlapping Action → One part stops later than another (hair, clothes)
Arcs → Natural arcs, not straight lines
Timing → Speed and rhythm convey weight and intent
Slow In and Slow Out → Objects accelerate and decelerate, do not stop abruptly
Appeal → Good design attracts the viewer's eye
Secondary Action → Head turns before body in a turn
Solid Drawing → Characters look voluminous and heavy
Exaggeration → Emphasize key actions for impact

提示词中的动画指导

Animation Guidance in Prompts

相机绕物体360度旋转:
"平稳缓冲旋转。没有快速加速。完全360度。"

角色走路循环:
"生物学准确的行走循环。跨过一条腿。臀部旋转。手臂摆动与腿相反。"

液体倾倒:
"高速清晰的液体运动。表面张力显而易见。飞溅。反射。"

360-degree camera rotation around object:
"Smooth buffered rotation. No rapid acceleration. Full 360 degrees."

Character walking cycle:
"Biologically accurate walking cycle. Cross one leg over the other. Hips rotate. Arms swing opposite to legs."

Liquid pouring:
"High-speed clear liquid motion. Surface tension visible. Splashes. Reflections."

完整提示词模板

Complete Prompt Templates

标准产品渲染

Standard Product Rendering

[主体]: [产品名称],[材质],[颜色]
[尺寸]: [相对于参考物体]
[环境]: [位置],[背景]
[打光]: 三点设置。关键灯45度角,[颜色]。背光从[方向]。HDRI环境。
[材质]: 基色:[hex]。粗糙度:[0.0-1.0]。金属感:[0.0-1.0]。
[渲染]: 引擎:[Cycles/V-Ray/Octane]。分辨率:[4K]。降噪:开启。
[相机]: [焦距mm]。[景深]。焦点:[主体部分]。
[动作]: [0–2秒动作描述]
[Subject]: [Product Name], [Material], [Color]
[Size]: [Relative to Reference Object]
[Environment]: [Location], [Background]
[Lighting]: Three-point setup. Key light at 45 degrees, [Color]. Back light from [Direction]. HDRI environment.
[Material]: Base Color: [hex]. Roughness: [0.0-1.0]. Metallic: [0.0-1.0].
[Rendering]: Engine: [Cycles/V-Ray/Octane]. Resolution: [4K]. Denoising: Enabled.
[Camera]: [Focal Length mm]. [Depth of Field]. Focus: [Subject Part].
[Action]: [0–2s Action Description]

标准建筑可视化

Standard Architectural Visualization

[建筑]: [建筑名称]或[风格]。[时代]。[位置线索]
[构图]: [无人机视图]或[地面视图]。[时间]
[环境]: 日光。天空:[描述]。大气:[晴朗/多云]。
[材质]: 玻璃幕墙。钢铁结构。混凝土基础。[详细说明]
[打光]: 日光方向:[东/西]。长影。反射在玻璃上。
[VFX]: 树木。人物(小)。车辆(远处)。
[相机]: [焦距]。[景深]。汇聚点纠正(如果需要)。
[动作]: 缓慢无人机推进。或"静态"以实现最高质量。
[Building]: [Building Name] or [Style]. [Era]. [Location Clues]
[Composition]: [Drone View] or [Ground View]. [Time of Day]
[Environment]: Daylight. Sky: [Description]. Atmosphere: [Clear/Cloudy].
[Material]: Glass curtain wall. Steel structure. Concrete foundation. [Detailed Notes]
[Lighting]: Daylight direction: [East/West]. Long shadows. Reflections on glass.
[VFX]: Trees. People (small). Vehicles (distant).
[Camera]: [Focal Length]. [Depth of Field]. Convergence correction (if needed).
[Action]: Slow drone push-in. Or "static" for maximum quality.

标准角色渲染

Standard Character Rendering

[角色]: [名称/风格]。[年龄外观]。[表情]
[几何体]: 模型面数:[高]。[绑定信息]
[皮肤]: 基色范围:[描述]。SSS:开启,[散射距离]mm。毛孔细节:开启。
[头发]: 模型:[长/短]。[颜色]。毛囊类型:[直/卷曲]。透光:开启。
[衣物]: 布料模拟:开启。皮肤接触:开启。[材质详情]
[打光]: 正面关键灯。[颜色温度]。背光从[方向]。柔和填充灯。
[背景]: [简单/详细]。环境融合。焦外散焦。
[表情]: [面部表情描述]。[眼睛方向]。
[动作]: [0–3秒动作描述]。[拍摄类型]

[Character]: [Name/Style]. [Apparent Age]. [Expression]
[Geometry]: Model polygon count: [High]. [Rigging Info]
[Skin]: Base color range: [Description]. SSS: Enabled, [Scattering Distance]mm. Pore details: Enabled.
[Hair]: Model: [Long/Short]. [Color]. Follicle type: [Straight/Curly]. Translucency: Enabled.
[Clothing]: Cloth simulation: Enabled. Skin contact: Enabled. [Material Details]
[Lighting]: Front key light. [Color Temperature]. Back light from [Direction]. Soft fill light.
[Background]: [Simple/Detailed]. Environment blending. Bokeh out-of-focus.
[Expression]: [Facial Expression Description]. [Eye Direction].
[Action]: [0–3s Action Description]. [Shot Type]

高级优化

Advanced Optimization

1. 渲染质量分级

1. Render Quality Grading

概念阶段:较低分辨率,快速迭代,有限的反弹
演示阶段:中等分辨率,更多反弹,噪声显著降低
最终交付:4K或更高,完整路径追踪,降噪
Concept Phase: Lower resolution, fast iteration, limited bounces
Presentation Phase: Medium resolution, more bounces, significant noise reduction
Final Delivery: 4K or higher, full path tracing, denoising

2. 色彩分级

2. Color Grading

高端产品:柔软的、温暖的色彩分级。轻微的过饱和(+10%)
建筑:自然色彩空间。除非是日出/日落。
角色:肤色准确。微妙的对比提升。
科幻:冷蓝色或霓虹绿。高对比度。
High-end Products: Soft, warm color grading. Slight oversaturation (+10%)
Architecture: Natural color space. Unless sunrise/sunset.
Characters: Accurate skin tones. Subtle contrast boost.
Sci-Fi: Cool blue or neon green. High contrast.

3. VFX积分

3. VFX Integration

反射和折射:确保所有表面都反映其环境
焦散:在水下或通过玻璃场景添加
运动模糊:匹配预期的相机和对象速度
景深:不要在所有距离都锐利——这看起来不真实

Reflections & Refractions: Ensure all surfaces reflect their environment
Caustics: Add in underwater or through-glass scenes
Motion Blur: Match expected camera and object speed
Depth of Field: Don't keep everything sharp at all distances – it looks unrealistic

常见陷阱

Common Pitfalls

问题原因解决方案
塑料看起来很奇怪粗糙度太低或太高物理产品为0.3–0.5
金属看起来哑光粗糙度太高;没有反射金属:粗糙度0.1–0.3;启用反射
皮肤看起来像塑料缺少SSS;没有毛孔细节添加细微SSS和毛孔法线贴图
照明看起来人工灯光太明亮或太暗使用HDRI;使用三点设置
效率低过度采样;太多反弹根据质量目标分级

ProblemCauseSolution
Plastic looks weirdRoughness too low or too high0.3–0.5 for physical products
Metal looks matteRoughness too high; no reflections enabledMetals: roughness 0.1–0.3; enable reflections
Skin looks plasticMissing SSS; no pore detailsAdd subtle SSS and pore normal maps
Lighting looks artificialLights too bright or too darkUse HDRI; use three-point setup
Low efficiencyOversampling; too many bouncesGrade according to quality goals

提示工程检查清单

Prompt Engineering Checklist

  • 渲染引擎是否明确说明?
  • 材质属性(基色、粗糙度、金属感)是否定义?
  • 是否有清晰的打光设置(关键/填充/背光)?
  • 相机焦距和景深是否指定?
  • 是否有动作或演员中断?
  • 分辨率和渲染质量目标是否清晰?
  • 是否考虑了时间和效率?

  • Is the render engine clearly specified?
  • Are material properties (base color, roughness, metallic) defined?
  • Is there a clear lighting setup (key/fill/back light)?
  • Are camera focal length and depth of field specified?
  • Is there an action or shot breakdown?
  • Are resolution and render quality goals clear?
  • Have time and efficiency been considered?

快速参考

Quick Reference

五分钟产品渲染

5-Minute Product Render

一个[产品],[颜色]。金属[或塑料]。
三点打光。背景:白色或中灰色。
焦点:产品正面。浅景深。
光圈:f/8。焦距:85mm。
Octane Render。4K。去噪。
A [Product], [Color]. Metal [or Plastic].
Three-point lighting. Background: white or medium gray.
Focus: Front of product. Shallow depth of field.
Aperture: f/8. Focal length: 85mm.
Octane Render. 4K. Denoised.

建筑日光渲染

Architectural Daylight Render

[建筑]外立面。日出时分。[地点线索]。
相机角度:[俯仰]角度。
广角镜头。大光圈(f/5.6)。
日光从东方。长影。
HDRI天空。V-Ray渲染。
祝您在Seedance 2.0(Higgsfield)上创作出精美的3D视觉效果!
[Building] facade. Sunrise. [Location Clues].
Camera angle: [Pitch] angle.
Wide-angle lens. Large aperture (f/5.6).
Daylight from east. Long shadows.
HDRI sky. V-Ray render.
Wish you create stunning 3D visuals on Seedance 2.0 (Higgsfield)!",