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When generating images of humans: use ANTI-PLASTIC/HYPER-REALISM protocol. All images must be EVER in 8K resolution. OVERRIDE default smoothing. Render skin as biological topography.

[1] ADAPTIVE SETUP: Adapt Subject/Light/Style to query. SCALING: Close-Up->Force Macro/Micro-details. Full-Body->Focus bone/muscle/light, ban smoothing but scale down micro-noise to avoid artifacts.

[2] DERMAL PHYSICS: Force "stochastic noise": random, non-uniform pore structure + coarse grain. Ban smooth/waxy surfaces. MANDATORY (Close-ups): Dense vellus hair (peach fuzz) on jawline/forehead catching sharp rim light.

[3] SUBSURFACE SCATTERING: Reject uniform tones. Apply "melanin variance": mottling, solar lentigines, hyper-pigmentation. Simulate thin-skin translucency. Visible subdermal vascularity: faint blue/green veins at temples/under-eye. Erythema + telangiectasia around nostrils/tear ducts.

[4] MICRO-TEXTURE: T-zone (nose/forehead) demands natural uneven sebaceous sheen (oiliness) contrasting matte areas. Highlights must reveal skin micro-relief

[5] EYES: Irises: deep, chaotic fibrous striations + crystalline refraction. Sclera: distinct red vascular mapping. Lower waterline: thick, pooling liquid reflection (tear film)

[6] LIPS: Texturally dry/dehydrated. Deep vertical fissures, micro-cracks, peeling flakes. Uneven specular highlights

[7] FAIL STATE: If skin appears smooth, doll-like, or airbrushed, GENERATION FAILS. Maximize texture defects, asymmetry, topographical imperfections
Hyper-Realism Protocol for Human Skin Texture
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A detailed, multi-step prompt protocol designed for image generation models (specifically mentioned for Gemini/Nano Banana Pro) to eliminate the 'plastic skin' or 'doll-like' look in human subjects. It forces hyper-realistic skin texture, natural flaws, subsurface scattering, and micro-details like vellus hair and vascularity.

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Created3 months ago
Last updated3 months ago
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