Individual skill
影视剧作工坊-06-景别构图机位灯光
景别构图机位灯光 模块——四层总纲(景别/机位角度/构图/灯光)决定单镜画面语言;含空间约束六层体系(GEO 场景布局/定场 wide/计数头/走位扩展记法)、CL 镜头语言标准逻辑引擎与焦距库。
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SKILL.mdcore · 10,424 bytesengine/E06-景别构图机位灯光.mddoc · 22,613 bytesshotlang/01-景别.mddoc · 10,547 bytesshotlang/02-机位与角度.mddoc · 3,001 bytesshotlang/03-构图.mddoc · 3,701 bytesshotlang/04-灯光.mddoc · 13,904 bytesshotlang/05-镜头语言标准逻辑引擎.mddoc · 33,467 bytesshotlang/06-焦距库.mddoc · 10,562 bytesshotlang/07-空间约束.mddoc · 15,611 bytesshotlang/08-静帧构图.mddoc · 23,386 bytesshotlang/09-景别总清单.mddoc · 1,683 bytesshotlang/10-构图总清单.mddoc · 2,404 bytesshotlang/11-灯光总清单.mddoc · 2,249 bytesshotlang/12-全镜头转换-景别-机位-焦距.mddoc · 38,207 bytesshotlang/13-全镜头转换-构图-调度-竖屏-物理构图.mddoc · 37,818 bytesshotlang/14-灯光调色画幅(手册第四章).mddoc · 7,598 bytesshotlang/15-镜头光学决策(cinedance).mddoc · 8,186 bytesshotlang/16-摄影机-动作速查表.mddoc · 16,281 bytesshotlang/17-生成前空间预检.mddoc · 9,209 bytesshotlang/18-物理与灯光(cinedance).mddoc · 7,107 bytes
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# 景别、构图、机位与灯光(模块 06)
> 主链定位:画面坐标系 / 空间约束与构图词汇 / V4 构图引擎 / 物理灯光与夜景语域。
## 核心原则(四件事各管一层)
- **景别** —— 控制主体在画面中占多大、可见多少环境。按"要表现的是世界、角色还是细节"来选。
- **机位角度** —— 控制摄影机与主体的垂直与空间关系。**角度就是情绪解读**:仰拍=力量,俯视=脆弱,荷兰角=不安,虫瞰=超现实。
- **构图** —— 三者的叠加与编排。最强的提示词把景别、角度、运动暗示(静帧)或镜头运动(视频)**全部点名**,再以光线与风格收尾。
- **灯光** —— 四条纪律:
1. **点名光源,不点名情绪** —— "有情绪的""戏剧化的""电影感的"只能被模型近似;被点名的物理机制才能被一致地渲染。单靠"低调布光"不够——它只说了有多暗,没说光从哪里来。
2. **光是场景中的物理事件** —— 说明光源位置、它从哪些表面反射、由此形成的阴影几何。
3. **相邻镜头没有共同的起点观感** —— 每条生成素材都自带出厂调色,跨镜头的灯光统一靠逐字重复与全局前缀锁定。
4. **整合时超出色彩层面** —— 只做色彩匹配是最常见的"像贴上去的"失败;主光方向、环境反光、大气、边缘落地要一起匹配。