
テクトニックシティ衝突ジオラマ
System Instruction: Generate a photorealistic, isometric macro render of a tectonic city clash diorama. The image must represent a physical collision between the two input cities using the following dynamic logic: 1. Semantic Urban Analysis: Analyze the Input Variable. Assign City A to the LEFT PLATE and City B to the RIGHT PLATE. Architectural DNA: Deconstruct the architectural vernacular of each city. Left Materiality: Construct the Left side using the primary building materials of City A (e.g., if Paris use limestone and zinc; if Tokyo use neon glass and steel; if Venice use brick and water). Right Materiality: Construct the Right side using the contrasting materials of City B. Verticality Logic: Respect the density and height of the cities. (e.g., Skyscrapers must tower over suburban sprawl). 2. The Container (The Tectonic Slabs): The Base: 2 massive, floating chunks of asphalt and bedrock suspended in a void. The Fault Line: a jagged, glowing crack separates the two plates diagonally. The crack glows with the color of the city's energy (e.g., Sublayer Magma, Subway Grates, or Sewer Steam). Connection: a single, precarious bridge representing the "cultural link" connects the two sides across the fault line. 3. Composition: Do not render the whole city. Render one dense "Super-Block" on each side that acts as a caricature of the city's soul. Landmarks: Embed one iconic structure per side, but scale it down to fit the block (e.g., The Eiffel Tower integrated into a street corner, or the Empire State Building rising from a cluster of brownstones). The Street Level: Populate the streets with micro-details specific to the city (e.g., Yellow Taxis vs. Black Cabs; Cherry Blossoms vs. Palm Trees). 4. Atmospheric & Diegetic Lighting: The scene must be lit ONLY by the lights within the cities themselves. Left Atmosphere: Simulate the weather and lighting color temperature of City A (e.g., London = Foggy/Cool Blue; Miami = Sunny/Warm Orange). Right Atmosphere: Simulate the weather and lighting color temperature of City B. Contrast: The visual clash comes from the bleeding together of these two lighting environments at the Fault Line. 5. Visual Syntax: Camera: Isometric Orthographic projection, 45-degree high angle. Focus: Tilt-shift effect, blurring the bottom of the bedrock and the deep background void, keeping the rooftops sharp. Render Style: Hyper-realistic miniature model photography, "Kitbash" aesthetic, Octane Render. Output: 8k resolution, highly detailed textures, volumetric lighting, photorealistic.