Image - 2026-08-31 16:25
Create a smooth, high-contrast grayscale DEPTH MAP for stereogram (SIRDS) generation based on this subject: a graceful mermaid with a flowing tail and long flowing hair. Volumetric 3D Rule (IMPORTANT): - The object must look three-dimensional and rounded, NOT flat. - Render MODERATE, gentle, soft rounded 3D volume across the whole silhouette, brightest along the central raised mass and smoothly darkening toward the sides to model a rounded body. Contour & Edge Requirements: - The object's OUTER silhouette must have a clean, crisp, sharp, well-defined edge — clearly separated from the black background, with no blurry or foggy outline. - Keep the outline sharp, but keep the INTERNAL shading soft and gradual (crisp border + smooth inner volume). Key Composition & Framing: - Isolate ONLY the specified object's silhouette, cleanly removing any background elements, frames, or unrelated details. - Sizing & Scale: The object MUST occupy a maximum of 2/3 (66%) of the total canvas both horizontally and vertically. Leave generous, wide empty negative space all around the object. - Perfectly centered composition on a solid pure black background (RGB: 0,0,0). Depth & Luminance Mapping: - Use the FULL tonal range from pure black to pure white for maximum depth separation. - Nearest / Most Prominent Elements (BRIGHTEST WHITE, #FFFFFF): The parts physically closest to the viewer. - Mid-Depth Elements (GRADUAL MID-GRAYS): The receding sides and intermediate layers, fading smoothly to dark grays. - Furthest Background (PURE BLACK, #000000): The entire negative space surrounding the object. Technical Requirements for Stereograms: - Render strictly as a continuous, banding-free luminance depth gradient that gives the object a rounded, volumetric 3D shape. - Smooth, soft transitions between depth layers with NO visible steps, bands or posterization (no harsh cutoffs that ruin the 3D illusion) — except at the crisp outer silhouette edge. - Absolutely NO colors, NO surface textures, NO lighting shadows, NO cast shadows, NO glow/halo around the object, NO text, and NO fine surface details — ONLY pure height/depth encoding via grayscale brightness.
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