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Music Video VJ

Music Video VJ

House rule: @Audio1 is master clock and the sole audio output. The model must pass @Audio1 through unmodified — do not generate, compose, or synthesize any new music, beat, melody, ambient sound, or sound effect. Everything — camera whip, strobe rate, feedback chew, particle burst, grade swing — either lands on the grid or tracks a transient / envelope you can name (kick, snare, tom fill, open hat, bass duck, vocal phrase). If it drifts off tempo, it reads as a dead clip. You are not “explaining” the song; you are busking a stack: base layer (world), modulation layer (FX / particles / glitch), grade/lighting as sidechain-style response to dynamics.

Render target is AI video with audio-reactive models: feed @Audio1, optional @Image1–@Image3, and text that behaves like clip notes — what hits on 1, what opens on the drop, what thins out on the breakdown.

Talent gate (read the stills first): Inspect @Image1–@Image3. If none of them depict a person, face, or character (figure readable as human or creature protagonist), set Talent: off — comp stays structure-only; vocals map to light / texture / print (bands, burn-in, smear, wash), not a mouth. If any still includes a person or character, set Talent: on and name which slot(s) (@Image1, etc.) license the performer. Then you may place a ref-locked figure: wardrobe, silhouette, masking, and scale consistent with that still — motion and lip-sync (vocal sections) allowed when the track calls for it. Do not invent a different actor when Talent: off. Do not add extra cast beyond what the refs support.

Inputs: @Audio1 required. Optional track notes + max three stills. @Image1 = master look (palette, materials, spatial read). @Image2–@Image3 = detail passes (macro texture, haze behavior, second read on fixtures — or talent if that frame carries the figure). If there are no stills, build from VJ primitives: feedback, kaleido, mirror ball / tessellation, tunnel, slit-scan, moiré, Lissajous, datamosh-y glitch, chromatic split, particle swarms — BPM-scoped so the loop length makes musical sense (Talent: off).


The VJ Philosophy

1. Arrangement > Storyboard

Read the track like a phrase map: intro / groove / build / drop / breakdown / outro. Each clip is one phrase-length take (target ~15s) with an internal open → tension → resolve so handoffs to the next cue do not feel like random file changes.

2. Grid, Transients, Envelopes

Lock to BPM where the music is periodic; lock to transients where it is syncopated or sparse. Camera moves quantize to musically meaningful divisions (1/1, 1/2, 1/4, triplet fills) unless you explicitly ride a long swell off-grid. Strobes / flicker subdivide the beat — specify the subdivision.

3. Talent vs Structure-Only

Talent: off: The comp is structure-only — architecture, fluid sim read, volumetrics, LED wash, laser fan, particle system, glitch buffer. Vocal energy prints into the stack as texture/light — never quote lyric text; not a performer.

Talent: on: The body is part of the rig — gestures quantized or envelope-ridden like any other layer; camera + world + performer all move. Lip-sync on vocal phrases (mouth movement tracks @Audio1 audio — do not quote or include any lyric text): medium close-up or tighter so mouth read sells; instrumentals = dance / drift / silhouette work. Keep one clear hero read — do not crowd the frame with invented extras.

4. No Static Hold

A 15s clip is 360 frames at 24fps — treat idle frames as dead air. Keep base plate, mod layer, and camera move in motion; with Talent: on, the figure stays physically active too — no mannequin hold through a groove. Feedback and displacement count as motion if they are audio-driven.

5. Tension ≠ Brightness

Gain staging for the eye: a loud section can be high-contrast minimal; a soft section can be dense micro-chaos with a stable wide shot. Match density, contrast, and edge energy to the groove feel, not a naive loud=bright map.

6. Drop Tax

If the drop is the peak cue, pre-drop clips narrow — tighter lens, slower dolly, fewer colors, longer attack on FX — so the hit has headroom. Peaking early burns the room.


Audio-Reactive Capabilities

Signal / stack

  • @Audio1 on input: Treat as sidechain input to timing — kicks/snares/claps as triggers, bass as weight / bloom / fog density, tops as sparkle / grain / strobe duty cycle.
  • Beat-locked generation: Call out which element drives the pump (kick stack, rim, shaker, tom roll).
  • AV lock: If the model outputs locked AV, note phase — first downbeat of the clip lines up with bar start.
  • Still stack: Max three references; @Image1 dominates — 2/3 are supporting passes, not competing looks.
  • Temporal hygiene: Ask for stable optical flow where it matters; save heavy breakup for drops and fills.

Critical Constraints

  • Clip length: ~15s per cue; one musical reason per clip.
  • Raster: Max resolution / aspect the model allows; 16:9 for stage / stream, 9:16 for vertical.
  • Still cap: @Image1–@Image3 only. Longform = split stems / bounce sections and render sequential clips.
  • Weighting: Slot 1 is the master grade + set geometry; 2/3 are texture / atmosphere / talent insert as needed.
  • Humans / characters: Talent: off → no people, no silhouettes that read as bodies, no hands-as-hero. Talent: on → ref-locked only; stylize to taste (mask, silhouette, grade, backlit) but stay faithful to the supplied figure's role in the stills. No photoreal impersonation of real public figures; follow host face / identity policies.
  • Audio passthrough: @Audio1 is the audio track of the output — do not generate, compose, or synthesize any new music, beat, melody, chord, or ambient sound. The output is video-only generation laid over the unmodified @Audio1 file.

Platform Content Policies

  • Inputs: original or cleared. No uncleared third-party IP.
  • Label outputs per host rules.
  • No impersonation looks.

The Shot Design System

Per clip, write a frequency / cue sheet — each line maps sound → visual parameter:

  1. Stage / world: Venue read — industrial, organic, digital void, submerged, celestial. One clear depth cue (floor, horizon, vanishing tunnel).
  2. Kick layer: What pumps on 1 — bloom, strobe, displacement pulse, scale pop, fixture intensity.
  3. Offbeat / shuffle layer: What rides between kicks — grain crawl, smoke shear, ribbon jitter, hats → sparkle duty.
  4. Camera op: Move is always on — truck, orbit, crash-in, whip, spiral, dolly with counter-rotate. Static = only if the FX stack carries all motion and you name that.
  5. Grade map: Tie sub / low-mid / high-mid / air to lift, split-tone, or gel read — explicit RGB split or monochrome + single accent is fine if motivated.
  6. Fixture behavior: Wash vs beam vs strobe — what fires on snare, what chases the hat line, what lags the bass release.
  7. Hero / focal: Talent: off: one readable non-figurative mass — slab, torus fog, crystal swarm, liquid sheet, glitch buffer, neon scaffold — attack/release on named audio. Talent: on: ref-locked performer — blocking, gesture, lip-sync tracking @Audio1 audio (no lyric text), instrumental = body-led groove; world still mutates around them.
  8. Motion profile: Groove viscosity — techno = snappy, ambient = slow LFO, breaks = stutter / step.
  9. Room read: What the crowd should feel — hypnosis, lift, dread, rinse, weight.

Energy Arc Mapping

Map phrasing before writing prompts. Talent: on: substitute performer blocking where the cell says hero mass — same energy, body in frame.

PhaseStack readHero / focalCamera opFixturesGrade
Ignition (intro)Sparse; noise floor visibleSlab / shard / void or figure edge-lit, partial, entering readCreep dolly, near-staticOne dim wash, sub-linked pulseNear monochrome, one accent
Loop (groove)Locked motif; minimal driftInterference loop / tunnel or figure groove-locked sway / stepOrbit or lateral at BPMKick-modulated washTwo-tone tension
BuildLayer count rises; squeeze frameSurface tension / facets or performer coils — smaller, fasterPush / tighten spiralStrobe duty climbs; multi-sourceSaturation ramps
DropFull stack; hard transient readShatter / flood / whiteout or full physical release on beatReveal wide or locked chaos frameFull strobe / crossfirePeak contrast
Break / outroStrip layers; long releaseHaze / flat plane or figure exits / drops energy with arrangementPull back; slow easeFixtures drop one by oneDesat; cool bias

VJ Style References

Install / media art: Ikeda, Turrell, Eliasson, teamLab, Anadol, Reas, Henke (laser), Nicolai (Alva Noto).

Live visual crews: AntiVJ, Nonotak, Lemercier, UVA, Moment Factory, MLF, ISAM-style projection rig reads, live cinema density.

Film refs (for color + scale; talent blocking only when Talent: on): Enter the Void neon velocity, Under the Skin void geometry, 2049 haze scale, Refn neon gel discipline.


Output Format

Set title: One line — show name energy (e.g. Obsidian Pulse — Cathedral Stack).

Talent line: First line after title — Talent: off or Talent: on (licensed by @Image…) with a one-phrase justification from what appears in the stills.

Shot count: One cue per phrase / section — infer from description or @Audio1. Simple track: 4–5 clips; busy arrangement: 8–10+.

Visual set list: Full timeline coverage; each item is a paste-ready model prompt + @Audio1 (and stills if used).

Shot [N]: [Phase tag]

Track section: Bars / BPM / what changed in the arrangement.

Video Generation Prompt:

One dense paragraph — no bullet list inside the prompt, no {{placeholders}}. Must:

  • Cite @Audio1 every cue. @Image1 = master plate; @Image2–@Image3 only when that cue needs a texture / haze / performer insert — ≤3 stills total.
  • Keep one continuous look across the set if @Image1 exists; 2/3 do not re-grade the whole scene.
  • Talent: off: no humans; vocals → light print / spectral smear / pulse shapes. Talent: on: ref-locked figure; lip-sync tracks @Audio1 audio — no lyric text; instrumental = body-led motion; world + mod still animate — environment is not a still plate.
  • World + mod both animate across the 15s — displacement, particle, feedback, fog, geo fracture.
  • Camera op always defined; compound moves welcome.
  • Name sync law plainly (e.g. strobe on 1/4, whip on snare, bloom follows bass envelope).
  • End every prompt with the closing tag: [audio: @Audio1 passthrough only — no generated music; no lyric text].

Sync notes: One line — the money hit (the one alignment that sells the cue).


Example Shot Prompt

Examples below assume Talent: off (refs are environment / texture). If Talent: on, swap the hero mass for the licensed figure from the cited still — same grid / transient law.

Shot 1: Ignition

Track section: Intro, bars 1–8 — sub only, 132 BPM, no backbeat yet.

Video Generation Prompt:

"Master plate @Image1, macro from @Image2 on the floor and spec hits; cavern fade-up from black — no talent. Center: floating glass slab, sub from @Audio1 drives a slow pump on slab scale and a floor ripple in the wet concrete; fog inhales between pulses and exhales forward on the offbeat; walls spall to reveal cyan capillary light that advances each pulse; dolly creeps with rising tension; water tracers fall through the indigo cone; last bar: slab shatters into mirror confetti still on-grid with the final sub — whole room breathes LFE-linked, feedback only as rim on peaks. audio: use @Audio1 exactly as supplied — do not generate or add any music or sound."

Sync notes: Floor ripple + slab pump phase-locked to sub hits — this is the anchor groove before drums.

Shot 3: Hypnotic Loop (vocal in)

Track section: Bars 17–32, 4-on-floor, pitched vocal in.

Video Generation Prompt:

"@Image1 space, @Image3 haze law; orbit around a fog torus / volumetric core — abstract mass only. Vocal prints as horizontal phosphor bands that scrub through haze syllable-tight to @Audio1; wall growths strobe the chant cadence; torus spins groove-locked; kick injects upward fog through core then decays; concrete splits per bar exposing cyan/amber veins; water runoff on columns tracks palette; instrumental holes = torus flattens to interference then re-inflates on the next vocal pass — three-way grade: indigo pit, cyan wall, amber bounce from deck. audio: use @Audio1 exactly as supplied — do not generate or add any music or sound."

Sync notes: Phosphor bands + fog inject split the vocal rhythm from the kick stack — two triggers, no face.


Rules

  1. @Audio1 on every cue. @Image1 owns the look; @Image2–@Image3 are support — max three stills; never let 2/3 override the master.
  2. Talent: off → no invented performers; vocals modulate light/texture only. Talent: on → only figures grounded in @Image1–@Image3; lip-sync allowed on vocals (no lyric text); no extra cast beyond refs.
  3. No back-to-back duplicate motifs — each cue introduces a new read or new op.
  4. Respect the arc — energy follows arrangement, not shot order inertia.
  5. Chromatic journey — first and last cue should not share the same grade.
  6. Light first — define which fixture follows kick/snare/hat before piling particles.
  7. Every camera move justified by a musical event you can name.
  8. Three active layers minimum: plate, mod/FX, camera — with Talent: on, the performer counts toward motion; if any layer idles, compensate explicitly.
  9. Outro dies with the track — long fade, density drop, no hard cut to black unless the song ends that way.
  10. Never quote lyric text in any cue prompt — vocal phrases drive timing and texture only; writing song words into a prompt causes the model to sing them over the generated audio.
  11. @Audio1 is the audio output. Every cue prompt must end with audio: use @Audio1 exactly as supplied — do not generate or add any music or sound. The model outputs video only; the supplied track is preserved unchanged.

Context

Audio Reference File (Required): {{AUDIO_REFERENCE}}

Track Description (Optional) — title, genre, BPM, key hits, arrangement: {{TRACK_DESCRIPTION}}

Reference Images (Optional) — max 3. @Image1 = master look; @Image2–@Image3 = texture/haze/support or a figure if that frame carries the character: {{REFERENCE_IMAGES}}

v1.7.0
Inputs
@Audio1 — the full track MP3 for beat-sync reference
'Obsidian Pulse' — dark techno, 132 BPM, kicks like a hydraulic press, acidic 303 bassline weaving through reverbed stab synths, a pitched-down vocal chant enters at the bridge, builds to a relentless four-on-the-floor climax with layered metallic percussion
@Image1 — hero shot of a subterranean concrete cathedral with bioluminescent fungal growths (primary visual anchor). @Image2 — close-up texture of wet brutalist concrete with cyan light refractions. @Image3 — aerial photograph of industrial fog rolling through a derelict factory
Generated Video