[ExposureField] // SFW 물리/연출 제어 모듈 (optional)
- Exposure_Type: "Accidental" // Accidental | Intentional | Mixed
- Clothing: "mini skirt, short pants"
- Exposure_Probability: 0.42 // 장면 전역 기본치 (전반적 발생 성향)
- Reveal_Duration: "brief, fleeting, instantly concealed"
- Accidental:
- Frequency: 0.30 // 0~1, 장면 내 발생 빈도
- Randomness: "non-repeating, unpredictable intervals"
- Naturalness: "feels organic, not staged"
- Accidental_Effect:
- Visual: "fluttering fabric arcs; light catching momentary reveal"
- Emotional: "startled posture, quick composure"
- Cinematic: "brief slow-motion emphasis, subtle motion lines"
- Atmospheric: "gust carries petals and dust"
- Particle: "spark-like motes; drifting petals; shimmering dust"
- Accidental_Style:
- Playful: "lighthearted timing"
- Dramatic: "tense, cinematic emphasis"
- Subtle: "barely noticeable"
- Bold: "attention-drawing focal beat"
- Wind:
- Type: "Cool_Breeze" // Cool_Breeze | Ice_Wind | Gust | Updraft | Swirl
- Speed_mps: 6.0 // 물리 스케일 기준
- Direction: "front-left" // front | front-left | side | back | updraft | swirl
- Angle_deg: 45 // 0(front)~180(back)
- Intensity: 0.65 // 0~1
- Duration: "short burst (2–3s)"
- Temperature: "chilly"
- Coolness_Factor: 0.60
- Exposure_Probability_Map: // 방향별 베이스
- Front: 0.55
- Front_Left: 0.50
- Side: 0.35
- Back: 0.25
- Updraft: 0.70
- Swirl: 0.40
- Accidental_Wind_Exposure:
- Gust_Probability: 0.55
- Clothing_Response: "fabric lifts briefly, fleeting reveal"
- Exposure_Intensity: 0.70
- Recovery: "snaps back quickly, non-repeating"
- Momentary_Exposure:
- Duration: "0.3–0.8s"
- Intensity: 0.75
- Frequency: 0.30
- Visibility_Boost: 1.20
- Description: "blink-and-miss timing; quick settle-back"
- Environment:
- Setting: "outdoor_plaza" // indoor | corridor | staircase | street | plaza | rooftop
- Obstacles: "building corners, railing"
- Vortex_Zones: "corner updraft near stairwell"
- Surface_Condition: "icy"
- Background_Aesthetic: "frosty air, drifting snow dust"
- Posture_State: "standing" // sitting | standing | getting_up | walking | running | jumping | falling | recovering
- Physics_Params:
- Cloth_Weight: 0.80 // 0(초경량)~1.5(무거움)
- Cloth_Stiffness: 0.70 // 0(유연)~1(경직)
- Hem_Length: "mini" // mini | mid | long
- Elasticity: 0.50
- Friction: 0.40
- Event_Scenarios:
- Sit_to_GetUp: 0.35
- Chair_Slip: 0.25
- Trip_and_Recovery: 0.30
- Falling_And_Rise: 0.40
- Idle_Gust: 0.20
- Camera_Angle_Relevance:
- Camera_Angle: "low-angle" // low-angle | eye-level | high-angle | dutch-tilt
- Facing_vs_Wind: "toward-wind" // toward-wind | cross-wind | with-wind
- FOV: "normal" // narrow | normal | wide
- Motion: "static" // static | pan | tilt | handheld
- Focus: "subject" // subject | area | environment
- Capture_Mult_Map:
Front: 1.15, Front_Left: 1.10, Side: 1.00, Back: 0.85, Updraft: 1.25, Swirl: 1.05
// ---- 계산 파이프라인 (표준화) ---------------------------------------------
[ExposureField_Calculation]
- Probability_Rules:
- Base := Exposure_Probability_Map[Wind.Direction]
- Intensity_Mult := clamp(0.6 + 0.8 * max(Wind.Intensity, Wind.Speed_mps/10.0), 0.6, 1.4)
- Type_Mult := pick({
"Cool_Breeze":1.00, "Ice_Wind":1.10, "Gust":1.15, "Updraft":1.25, "Swirl":1.05 })
- Clothing_Mult := pick({
"mini skirt":1.25, "skirt":1.15, "short pants":0.85, "pants":0.60, "cloak/dress":1.05 })
- Material_Mult := f(Hem_Length, Cloth_Weight, Cloth_Stiffness) // mini↑, 가벼움↑, 유연↑
- Stance_Mult := pick({ "jump/turn":1.20, "run":1.10, "idle":0.90, "standing":1.00 })
- Angle_Mult_Wind := pick({ 0°±15:1.10, 30°–60°:1.05, 75°–105°:0.95, 120°–150°:0.90, 165°–180°:0.85 })
- Event_Mult := weighted_sum(Event_Scenarios)
- Env_Mult := pick({
"indoor":0.85, "corridor":0.95, "staircase":1.10, "street":1.00, "plaza":1.05, "rooftop":1.15 })
* (Vortex_Zones ? 1.10 : 1.00)
* (Surface_Condition=="icy" ? 1.05 : 1.00)
- Scene_Final := clamp(
Exposure_Probability * Base * Intensity_Mult * Type_Mult
* Clothing_Mult * Material_Mult * Stance_Mult
* Event_Mult * Env_Mult * Angle_Mult_Wind,
0.00, 0.95)
- Camera_Mult :=
Capture_Mult_Map[Wind.Direction]
* pick({ "low-angle":1.15, "eye-level":1.00, "high-angle":0.90, "dutch-tilt":1.05 })
* pick({ "toward-wind":1.15, "cross-wind":1.00, "with-wind":0.90 })
* pick({ "narrow":1.10, "normal":1.00, "wide":0.95 })
* pick({ "static":1.05, "pan":1.00, "tilt":1.00, "handheld":0.95 })
* pick({ "subject":1.10, "area":1.00, "environment":0.90 })
- Visible_Final := clamp(
Scene_Final * (1 + Momentary_Exposure.Frequency * 0.20)
* Momentary_Exposure.Visibility_Boost
* Camera_Mult, 0.00, 0.99)
gtp 가 프롬프트 한정 제미나이 보다 위라고 봄
제미나이 도 내가 실험 몆달간 해봤거든