← 提示词库 在 GitHub 查看源文件 ↗
中文

Worked Example — Product Commercial / Hero Ad (beat-driven)

Original worked example by jnMetaCode (MIT). Applies the 5-stage structure to a product commercial — the genre that most often collapses into plastic CG gloss and "floating-in-a-void" render. Uses the beat-synced per-second storyboard (Stage 5, Style A).

Concept: a mechanical wristwatch hero ad, macro tactile reveal on a sunlit tabletop. Swap the product and you have a generic ad skeleton.

Further reading (inspiration, not copied — all rewritten in our structure): beat-driven ad-prompt patterns in LichAmnesia/awesome-ad-video-prompts (CC BY 4.0).

中文版 →


Variables you need to define first

VariableThis exampleSwap for…
{{product}}a mechanical wristwatcha sneaker / a perfume bottle / a phone
{{material}}brushed steel case, sapphire crystalknit mesh / frosted glass / anodized aluminium
{{hero_action}}the crown is wound, the second hand sweepslaces pull taut / cap lifts and mist curls
{{surface}}dark walnut tabletopwet slate / raw linen / brushed concrete
{{accent_color}}warm amberice blue / oxblood red / matte black

The complete prompt (copy-paste ready)

1 · Core theme

premium product commercial | macro tactile realism | controlled hard key + soft fill | beat-synced reveal | no plastic CG gloss, no floating-in-void render

2 · Character & scene

Hero subject (the product): {{product}} — {{material}}. Material described first, finish second: the steel reads brushed, not mirror-polished; the crystal carries one faint anti-reflective blue cast. Imperfections (these sell the realism): a hairline micro-scratch on the left lug catching the key light, a single half-wiped fingerprint smudge near the crown, the faintest dust on the strap leather. A real object that has been touched, not a showroom render.

Scene: a {{surface}} near a window, a low side shaft of light, fine dust motes drifting through it. Shallow depth — the background falls to a soft {{accent_color}} bokeh, never a flat seamless sweep.

3 · Atmosphere & quality

Shot on ARRI Alexa with a Laowa 24mm probe macro lens (the real commercial-macro tool — extreme close focus, deep tabletop perspective). One hard key from window-left, soft bounce fill from camera-right, controlled falloff into shadow. Restrained teal-and-warm grade, organic film grain, true specular highlights on metal (not blown-out CG bloom).

4 · Camera rules

Edited across 4 short beats (or one continuous probe move if single-shot). Slow, deliberate probe push-ins and one lateral track across the surface.

5 · Storyboard (4 beats, ~10s)

0–2s · Establish (the object at rest)
Action: {{product}} sits still on the {{surface}}, side light raking low,
        one dust mote crossing the frame.
Camera: Slow probe push-in from a low 20° angle toward the crown.
Detail: The micro-scratch on the lug flares for a frame as the light
        catches it.

2–5s · The touch (human contact, no full reveal of a face)
Action: A hand enters frame; {{hero_action}}.
Camera: Probe tracks the motion laterally, holding focus on the contact
        point.
Sound:  The precise foley of that single action, isolated and crisp.

5–8s · The detail (macro payoff)
Action: Extreme macro on the working part — the sweep of the second hand,
        the grain of the {{material}}, a true specular glint travelling
        across the edge.
Camera: Slow rack focus from foreground texture to the {{accent_color}}
        bokeh behind.

8–10s · Settle (restrained close)
Action: The hand withdraws. {{product}} returns to rest.
Camera: Hold, breath-float, light dimming a touch as a cloud passes.
Close:  No logo slam. No spinning glamour hero-spin. No lens-flare burst.
        Just the object at rest and one last dust mote settling through
        the light.

Negative prompt (Seedance / Kling — paste into the dedicated field)

blurry, low resolution, soft focus, watermark, text overlay, subtitles, logo, oversaturated colors, plastic skin, glossy CG render, video-game look, 3D cartoon render, flat even studio lighting, perfectly clean flawless surfaces, blown-out highlights, floating product in empty white void, seamless infinity backdrop, frame flicker, ghosting, jarring hard cuts, lifeless locked-off camera, spinning hero rotation, cheesy lens flare

Why it's built this way

Usage: generate the Detail beat (5–8s) first — if the macro texture and specular highlight read as real there, the rest will hold. Keep the human contact to hands only (a full face triggers stricter likeness filters and isn't needed). Stitch the 4 beats in post.

Model: Seedance 2.0 and Kling are strong on tactile macro motion; Veo 3 gives the cleanest specular/lighting realism (use its negative field with plain noun phrases). On the Doubao app, remember the 5s/10s preset lock — plan beats around 10s total.