Interactive Variables Playground
Customize the dynamic variables below to test real-time interpolation before copying.
Pre-Filled Template
### 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.
- *Breathing:* "Handheld shot. Throughout, maintain an extremely subtle,
breath-like camera float to enhance presence." — keep it micro; a
product macro wants stability, not sway.
- *Sound:* No score. Production audio only — designed foley: the soft
click of the crown, a fine metallic tick of the movement, the brush of
a fingertip on steel, room tone. (If the brand needs a music bed, add
it deliberately in the edit — don't let the model invent one.)
### 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
```
---Raw Template with Variables
### 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.
- *Breathing:* "Handheld shot. Throughout, maintain an extremely subtle,
breath-like camera float to enhance presence." — keep it micro; a
product macro wants stability, not sway.
- *Sound:* No score. Production audio only — designed foley: the soft
click of the crown, a fine metallic tick of the movement, the brush of
a fingertip on steel, room tone. (If the brand needs a music bed, add
it deliberately in the edit — don't let the model invent one.)
### 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
```
---