@nodaro/prompts 1.7.2 → 1.7.3

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package/dist/index.cjs CHANGED
@@ -26290,8 +26290,7 @@ precise subject \u2192 action details \u2192 scene/environment \u2192 lighting &
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  - More than 4 referenced people gets unstable: group people into composite images of \u22644 first (image generation), then reference those composites.
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  - Repeated extension degrades quality: prefer high-definition reference assets and avoid stacking many continuations.
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- **Auto-path formula (community-sourced enrichment \u2014 apiyi.com Seedance 2.0 prompt guide,
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- higgsfield.ai 4K breakdown; captured 2026-08-09)**
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+ **Auto-path formula (community-sourced enrichment; captured 2026-08-09)**
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  - Six steps IN ORDER, 60-100 words total (longer measurably degrades): Subject \u2192 Action \u2192 Environment \u2192 Camera \u2192 Style \u2192 Constraints.
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  - ONE primary camera instruction per shot. Compound moves chain with "then": "camera slow tracking then subtle rise" \u2014 never two competing verbs. The 8 reliable camera types: push-in, pull-out, pan, tracking, orbit/arc, aerial, handheld, locked-off.
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  - SEPARATE camera movement from subject movement \u2014 the single biggest quality lever: "The dancer spins slowly. Camera holds fixed framing." \u2014 never "spinning camera around a dancing person".
@@ -32117,6 +32116,35 @@ function getPickerWiring(nodeType) {
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  return WIRING_MAP.get(nodeType);
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  }
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+ // src/surround-fill.ts
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+ var EDGE = {
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+ right: { carried: "left", painted: "right" },
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+ left: { carried: "right", painted: "left" },
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+ up: { carried: "bottom", painted: "top" },
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+ down: { carried: "top", painted: "bottom" }
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+ };
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+ var TILT_SUBJECT = {
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+ up: {
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+ word: "up",
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+ subject: "the open sky directly overhead \u2014 sky, clouds, or (for an interior) the canopy or ceiling",
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+ where: "overhead"
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+ },
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+ down: {
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+ word: "down",
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+ subject: "the ground directly below \u2014 terrain, floor, or water surface",
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+ where: "below"
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+ }
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+ };
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+ function buildSurroundFillPrompt(direction, userPrompt) {
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+ const scene = userPrompt && userPrompt.trim() ? `${userPrompt.trim()}. ` : "";
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+ const { carried, painted } = EDGE[direction];
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+ if (direction === "up" || direction === "down") {
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+ const t = TILT_SUBJECT[direction];
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+ return `${scene}This is a camera tilted straight ${t.word} from the same scene. The ${carried} strip holds real, finished pixels from the edge of the horizon view; the ${painted} region is flat gray and MUST be painted as ${t.subject}. Render what is genuinely ${t.where} \u2014 do NOT repeat, mirror, or continue the landscape, and do NOT draw a horizon line or distant scenery in the painted region. CRITICAL: keep the ${carried} strip unchanged and match the scene's EXACT lighting, time of day, white balance, and color grade \u2014 the same light as the ${carried} strip; no golden hour, no sunset, no warm relight, no cinematic regrade. Blend smoothly into the ${carried} strip with no visible seam. No people, no text, no labels, no watermarks.`;
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+ }
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+ return `${scene}This is a partial frame: the ${carried} portion contains real, finished pixels and the ${painted} portion is flat gray that MUST be painted in. Paint ONLY the ${painted} gray region as a natural, seamless continuation of the ${carried} portion \u2014 same scene, same perspective, continuing the horizon, geometry, and content across the boundary with no break. Keep the ${carried} portion completely unchanged. CRITICAL: do NOT change the lighting, exposure, white balance, or time of day. Match the ${carried} portion's EXACT light, color temperature, and contrast across the whole frame \u2014 if it is flat overcast daylight, keep flat overcast daylight. No golden hour, no sunset, no warm relight, no cinematic regrade. The seam between the ${carried} and ${painted} portions must be invisible. No people, no text, no labels, no watermarks.`;
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+ }
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+
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  exports.ACTION_FX = ACTION_FX;
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  exports.ACTION_FX_CATEGORY_LABELS = ACTION_FX_CATEGORY_LABELS;
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  exports.ACTION_FX_CATEGORY_ORDER = ACTION_FX_CATEGORY_ORDER;
@@ -32349,6 +32377,7 @@ exports.buildPostProcessHints = buildPostProcessHints;
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  exports.buildReferenceBlocks = buildReferenceBlocks;
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  exports.buildScenePrompt = buildScenePrompt;
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  exports.buildStylingHints = buildStylingHints;
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+ exports.buildSurroundFillPrompt = buildSurroundFillPrompt;
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  exports.buildTemporalHints = buildTemporalHints;
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  exports.buildVoiceCharacterHints = buildVoiceCharacterHints;
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  exports.buildVoiceDeliveryHints = buildVoiceDeliveryHints;