Image - 2026-10-14 19:14
Art style: 3D Family. Anna standing in the near foreground; ilya leaning further back in the frame; misha standing in the middle ground. Между ними пустой участок стола и ощутимая дистанция. Anna is standing on пол in the near foreground in the foreground. Torso in three-quarter turn to screen-right. Head turned screen-right. Eyes on ilya. Одна ладонь у стола, другая напряжена. Сдержанная обида. Anna wears повседневная городская одежда. Ilya is leaning on стол further back in the frame in the foreground. Torso in three-quarter turn to screen-left. Head in left profile. Eyes on anna. Упирается ладонями в стол. Раздражение, усталость. Ilya wears повседневная одежда. Misha is standing on пол в дверном проёме in the middle ground in the background. Torso facing camera. Head facing camera. Eyes on anna. Прижимает игрушку к себе. Настороженность. Misha wears детская одежда. Partially behind дверная рама частично. Papers sits in the middle ground in the foreground, resting on стол. Medium shot at eye level, 9:16. Статичный средний кадр, вертикальный формат, кухня-гостиная. Key light холодная потолочная лампа и слабый городской свет из окна, жёсткий комнатный свет. Focus: разрыв между родителями и взгляд ребёнка. Dominant palette: серо-синий, приглушённый бежевый, тёмно-коричневый. SPATIAL LOCK: между ними пустой участок стола и ощутимая дистанция ребёнок виден дальше за столом в дверном проёме. GAZE LOCK: anna head turned screen-right eyes on ilya; ilya head in left profile eyes on anna; misha head facing camera eyes on anna. This is a single frozen instant (pre action) — no motion blur, no action chained. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FINAL STYLE ENFORCEMENT (this is the authoritative rendering directive — it overrides any style wording elsewhere in the prompt): Render this image in the following art style: Pixar-style 3D computer animation (Pixar / Disney feature-film look) — fully volumetric 3D rendering with rounded dimensional forms, soft subsurface-scattering skin, physically based materials, soft global illumination, rich saturated colours and appealing stylised character proportions. The WHOLE frame is 3D animation — never flat 2D illustration, never photoreal live action. Every surface, skin, fabric, material, and environmental element must be rendered in this idiom.
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