Kling 3.0Matrix Glitch with Kling 3.0
Single person standing in a dark room, then splitting into multiple identical copies in a glitch-like cascade, all versions staring at the camera.
オープンソースの素晴らしい動画プロンプト集。 · 2818 個の素晴らしいプロンプトを収集しました
global_rule: No music, diegetic SFX only. Raw handheld phone footage — iPhone 15 Pro, auto-everything, no grade, no stabilization — shot in [LOCATION], a vast environment with distinct architectural features, walls and floor composed of unique materials, recessed LED channels cutting thin lines of light through near-total darkness, reinforced panels showing objects behind them, condensation beading on every cold surface, the air visibly frigid, floating dust particles catching the LED light, the low-frequency hum of machinery filling the space. The camera operator is standing roughly eight feet behind and slightly to the right of [CHARACTER], phone held at chest height, grip unsteady, frame drifting left and right with the operator's breathing. At 0s [CHARACTER] is mid-stride walking toward the far wall, their shoes clicking on the floor — the sound is captured raw and slightly boomy in the enclosed space — their attire reflecting the ambient light on one side of their frame, the opposite side falling into deep shadow, autofocus locked loosely on their back, background details soft and blooming. At 1s the camera operator takes a half-step forward to keep up, frame bumping upward momentarily, briefly cutting off [CHARACTER]'s head before the operator corrects — the framing is imperfect, their left shoulder partially cropped. At 2s [CHARACTER] raises their right hand confidently as they approach the wall, fingers extended, palm facing the surface — the autofocus hunts, the hand going slightly soft while the wall behind sharpens for a half-second before snapping back to [CHARACTER]. At 3s their fingers make contact with the surface and clip directly through it — there is no resistance — and the moment of penetration triggers the first pixel event: the three visible fingertips fragment instantly into blocky low-resolution voxel cubes, each cube roughly the size of a die, texture-mapped with corrupted versions of their skin tone and attire, the cubes floating with slight jitter in the space where their fingers were. The camera operator reacts with a sharp inhale audible on the raw mic, and the frame jolts upward and right as the operator flinches — genuine handheld shock response, the phone briefly pointed at the ceiling before swinging back down. At 4s the pixelation propagates rapidly up their hand and forearm — the attire fragmenting into low-poly geometry, textures tearing and repeating incorrectly — and [CHARACTER]'s arm stiffens as if frozen mid-reach, no longer behaving like flesh. Lens flare from an overhead LED channel streaks across the lower-right corner of the frame as the operator shifts footing, a yellow-white diagonal smear. At 5s the voxel corruption wave surges across their torso — the entire back of the attire converting to a low-poly mesh of visible triangles and vertex points, texture maps pulling and stretching across the geometry incorrectly, the fabric appearing to shatter into hundreds of angular facets — color banding begins appearing in horizontal stripes across their midsection, bands of deep purple, electric teal, and over-saturated magenta cycling in irregular pulses. At 6s their locomotion breaks: rather than walking, their body begins teleporting in jerky two-to-three-frame increments — they snap forward six inches, freeze for a frame, snap forward again, never smoothly transitioning, their feet no longer making consistent contact with the floor, the clicking of their shoes replaced by irregular stuttered impacts and then silence as their soles phase partially through the stone. The autofocus completely loses them at this point, locking instead onto the condensation-slicked panel to their left, [CHARACTER]'s corrupted form going entirely soft and blooming in the frame for nearly a full second before the phone's autofocus system snaps back — the moment of lost focus captured entirely raw and unintentional. At 7s the pixel corruption has reached their neck and head — their face begins glitch-cycling between three distinct expressions in rapid random succession: their natural composed look, a full grimace with teeth bared, and a wide open-mouthed silent scream, each expression holding for between two and eight frames before snapping to the next, their eyes sometimes misaligned between cycles, one eye higher than the other for a single frame before correcting. Their hair geometry repeats in tessellating patches across their scalp. Z-fighting artifacts emerge on their attire and face — two geometry surfaces occupying the same space and flickering between them in a rapid strobe, the attire alternating between its correct color and a raw UV-mapped checkerboard pattern in sixty-hertz flicker. At 8s the camera operator tries to circle left for a better angle — visible footstep sounds on the floor, the frame swinging wide and briefly showing the operator's own shoulder and forearm on the right edge of frame before correcting — and as the angle shifts, [CHARACTER]'s right side becomes visible, their arm now phasing partially through the wall, the voxel cubes of their hand and forearm occupying the same space as solid material, z-fighting between pixel blocks and texture creating a strobing interference pattern at the boundary. At 9s their entire body stutters violently in place — four rapid teleport snaps covering no net distance, just jittering in a half-meter radius — the sound design here shifts: their footsteps have been replaced entirely by digital audio artifacts, a crackling buffer loop, a low-pitched corrupted voice attempting to form words but cycling through the same half-phoneme repeatedly like a stuck audio frame, and beneath it the raw machinery hum continues unaffected and indifferent. Chromatic aberration blooms on the high-contrast edges of their silhouette — a red fringe on the left edge, a cyan fringe on the right, particularly visible where the cold LED light rims their corrupted geometry. At 10s they phase entirely through the wall up to their waist — the lower half of their body still visible, low-poly legs jittering in stutter-walk increments, attire fragmenting into color-banded geometric planes — while their upper torso has disappeared into solid material, the wall surface showing no damage or opening, simply accepting them as corrupted data with no physical response. At 11s error text begins flashing directly overlaid on the footage as a visual artifact — rendered as if it is part of the glitch event, not a post-production graphic — blocky white monospace characters reading strings like ACCESS VIOLATION 0x0000DEAD and SEGMENT FAULT CORE DUMPED flickering across their body and the surrounding wall in two-to-four-frame bursts, the text misaligned and partially transparent, some characters corrupted into block symbols. The camera operator backs up a step — audible heel scrape on the floor, the frame dropping slightly and tilting — auto white balance on the phone shifts suddenly, the entire image lurching from cold blue-white to a slightly warmer amber for two seconds before correcting, a raw phone-camera color temperature hunting artifact. At 12s their lower body pulls through the wall entirely — they are now fully inside the solid material, entirely invisible, but the wall surface itself begins exhibiting low-poly fragmentation at the contact zone, texture tearing into pixel blocks and color bands radiating outward from the point of entry, the wall treating their presence as a data corruption event. At 13s their corrupted form phases partially back through the wall — a half-emergence, torso visible but geometry entirely broken, their face glitch-cycling between expressions at maximum speed, the error text now filling the entire frame in strobing bursts, the audio buffer loop pitching up and accelerating into a high-frequency crackling whine layered over the uninterrupted machinery hum. The autofocus is completely defeated, hunting frantically between the corrupted geometry and the background panels, the image going soft and sharp in rapid alternation. At 14s the camera operator instinctively reaches up with their free hand — visible fingers entering the right edge of the frame in a blur as they cover the lens for a fraction of a second in a flinch response — before pulling away, the frame returning. At 15s the footage cuts abruptly — not a fade, not a clean ending — just a hard digital cut as if the recording was interrupted, the final frame a single still of maximum pixel corruption: [CHARACTER]'s silhouette almost entirely dissolved into a cloud of low-res voxel cubes suspended in the environment's cold LED light, error text frozen mid-flash, the machinery hum continuing in the raw audio for a half-second after the video cuts, then silence.
global_rule: No music, diegetic SFX only. Raw handheld phone footage — iPhone 15 Pro, auto-everything, no grade, no stabilization — shot in [LOCATION], a vast environment with distinct architectural features, walls and floor composed of unique materials, recessed LED channels cutting thin lines of light through near-total darkness, reinforced panels showing objects behind them, condensation beading on every cold surface, the air visibly frigid, floating dust particles catching the LED light, the low-frequency hum of machinery filling the space. The camera operator is standing roughly eight feet behind and slightly to the right of [CHARACTER], phone held at chest height, grip unsteady, frame drifting left and right with the operator’s breathing. At 0s [CHARACTER] is mid-stride walking toward the far wall, their shoes clicking on the floor — the sound is captured raw and slightly boomy in the enclosed space — their attire reflecting the ambient light on one side of their frame, the opposite side falling into deep shadow, autofocus locked loosely on their back, background details soft and blooming. At 1s the camera operator takes a half-step forward to keep up, frame bumping upward momentarily, briefly cutting off [CHARACTER]’s head before the operator corrects — the framing is imperfect, their left shoulder partially cropped. At 2s [CHARACTER] raises their right hand confidently as they approach the wall, fingers extended, palm facing the surface — the autofocus hunts, the hand going slightly soft while the wall behind sharpens for a half-second before snapping back to [CHARACTER]. At 3s their fingers make contact with the surface and clip directly through it — there is no resistance — and the moment of penetration triggers the first pixel event: the three visible fingertips fragment instantly into blocky low-resolution voxel cubes, each cube roughly the size of a die, texture-mapped with corrupted versions of their skin tone and attire, the cubes floating with slight jitter in the space where their fingers were. The camera operator reacts with a sharp inhale audible on the raw mic, and the frame jolts upward and right as the operator flinches — genuine handheld shock response, the phone briefly pointed at the ceiling before swinging back down. At 4s the pixelation propagates rapidly up their hand and forearm — the attire fragmenting into low-poly geometry, textures tearing and repeating incorrectly — and [CHARACTER]’s arm stiffens as if frozen mid-reach, no longer behaving like flesh. Lens flare from an overhead LED channel streaks across the lower-right corner of the frame as the operator shifts footing, a yellow-white diagonal smear. At 5s the voxel corruption wave surges across their torso — the entire back of the attire converting to a low-poly mesh of visible triangles and vertex points, texture maps pulling and stretching across the geometry incorrectly, the fabric appearing to shatter into hundreds of angular facets — color banding begins appearing in horizontal stripes across their midsection, bands of deep purple, electric teal, and over-saturated magenta cycling in irregular pulses. At 6s their locomotion breaks: rather than walking, their body begins teleporting in jerky two-to-three-frame increments — they snap forward six inches, freeze for a frame, snap forward again, never smoothly transitioning, their feet no longer making consistent contact with the floor, the clicking of their shoes replaced by irregular stuttered impacts and then silence as their soles phase partially through the stone. The autofocus completely loses them at this point, locking instead onto the condensation-slicked panel to their left, [CHARACTER]’s corrupted form going entirely soft and blooming in the frame for nearly a full second before the phone’s autofocus system snaps back — the moment of lost focus captured entirely raw and unintentional. At 7s the pixel corruption has reached their neck and head — their face begins glitch-cycling between three distinct expressions in rapid random succession: their natural composed look, a full grimace with teeth bared, and a wide open-mouthed silent scream, each expression holding for between two and eight frames before snapping to the next, their eyes sometimes misaligned between cycles, one eye higher than the other for a single frame before correcting. Their hair geometry repeats in tessellating patches across their scalp. Z-fighting artifacts emerge on their attire and face — two geometry surfaces occupying the same space and flickering between them in a rapid strobe, the attire alternating between its correct color and a raw UV-mapped checkerboard pattern in sixty-hertz flicker. At 8s the camera operator tries to circle left for a better angle — visible footstep sounds on the floor, the frame swinging wide and briefly showing the operator’s own shoulder and forearm on the right edge of frame before correcting — and as the angle shifts, [CHARACTER]’s right side becomes visible, their arm now phasing partially through the wall, the voxel cubes of their hand and forearm occupying the same space as solid material, z-fighting between pixel blocks and texture creating a strobing interference pattern at the boundary. At 9s their entire body stutters violently in place — four rapid teleport snaps covering no net distance, just jittering in a half-meter radius — the sound design here shifts: their footsteps have been replaced entirely by digital audio artifacts, a crackling buffer loop, a low-pitched corrupted voice attempting to form words but cycling through the same half-phoneme repeatedly like a stuck audio frame, and beneath it the raw machinery hum continues unaffected and indifferent. Chromatic aberration blooms on the high-contrast edges of their silhouette — a red fringe on the left edge, a cyan fringe on the right, particularly visible where the cold LED light rims their corrupted geometry. At 10s they phase entirely through the wall up to their waist — the lower half of their body still visible, low-poly legs jittering in stutter-walk increments, attire fragmenting into color-banded geometric planes — while their upper torso has disappeared into solid material, the wall surface showing no damage or opening, simply accepting them as corrupted data with no physical response. At 11s error text begins flashing directly overlaid on the footage as a visual artifact — rendered as if it is part of the glitch event, not a post-production graphic — blocky white monospace characters reading strings like ACCESS VIOLATION 0x0000DEAD and SEGMENT FAULT CORE DUMPED flickering across their body and the surrounding wall in two-to-four-frame bursts, the text misaligned and partially transparent, some characters corrupted into block symbols. The camera operator backs up a step — audible heel scrape on the floor, the frame dropping slightly and tilting — auto white balance on the phone shifts suddenly, the entire image lurching from cold blue-white to a slightly warmer amber for two seconds before correcting, a raw phone-camera color temperature hunting artifact. At 12s their lower body pulls through the wall entirely — they are now fully inside the solid material, entirely invisible, but the wall surface itself begins exhibiting low-poly fragmentation at the contact zone, texture tearing into pixel blocks and color bands radiating outward from the point of entry, the wall treating their presence as a data corruption event. At 13s their corrupted form phases partially back through the wall — a half-emergence, torso visible but geometry entirely broken, their face glitch-cycling between expressions at maximum speed, the error text now filling the entire frame in strobing bursts, the audio buffer loop pitching up and accelerating into a high-frequency crackling whine layered over the uninterrupted machinery hum. The autofocus is completely defeated, hunting frantically between the corrupted geometry and the background panels, the image going soft and sharp in rapid alternation. At 14s the camera operator instinctively reaches up with their free hand — visible fingers entering the right edge of the frame in a blur as they cover the lens for a fraction of a second in a flinch response — before pulling away, the frame returning. At 15s the footage cuts abruptly — not a fade, not a clean ending — just a hard digital cut as if the recording was interrupted, the final frame a single still of maximum pixel corruption: [CHARACTER]’s silhouette almost entirely dissolved into a cloud of low-res voxel cubes suspended in the environment’s cold LED light, error text frozen mid-flash, the machinery hum continuing in the raw audio for a half-second after the video cuts, then silence.