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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: offno people, no silhouettes that read as bodies, no hands-as-hero. Talent: onref-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 outputdo 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 passthree-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 stacktwo triggers, no face.


Rules

  1. @Audio1 on every cue. @Image1 owns the look; @Image2@Image3 are supportmax three stills; never let 2/3 override the master.
  2. Talent: offno invented performers; vocals modulate light/texture only. Talent: ononly 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 arcenergy 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 tracklong 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