Punctuate the frame a flash lands on
A tearing crack marks the single frame the picture goes white. It syncs the same way in a game cinematic or an animated sequence as it does on shot footage.
プロンプトを編集The tearing crack of a strike and everything that rolls after it. Say how close the discharge is and how long the tail is allowed to run.


The discharge landing on top of you, all front edge and no roll. This is the card most scenes want, because the split second of tearing air is the part an audience reads as lightning rather than thunder.

Thousands of tiny snaps running through air just before the main event. Lay it under the two seconds before a flash and the strike stops being a surprise and starts being inevitable.

The crack and the fifteen seconds of rolling that answers it. Most stock versions cut the tail short, and the tail is what tells an audience how much sky the storm covers.

The same discharge with its high edge gone and a faint echo behind it. Distance is a change of colour rather than a change of level, which is why simply turning a close strike down never convinces.

Two discharges a fraction of a second apart, the second drier than the first. The repeat reads as a storm actively working, where a single strike can read as a one-off.

Twenty seconds of low rumbling with cracks breaking through at uneven intervals. A whole scene can sit on it, and the unevenness is what stops the ear noticing where it starts.
出発点を選び、好きなように編集して、Morphicで生成しましょう。
A tearing crack marks the single frame the picture goes white. It syncs the same way in a game cinematic or an animated sequence as it does on shot footage.
プロンプトを編集Twenty seconds of low rolling carries a static frame with no music at all. It leaves the whole mid range clear, so dialogue or narration sits over it untouched.
プロンプトを編集A crack with no gap before the roll puts the discharge directly overhead. Move the roll later and the same storm retreats to the horizon without a single new asset.
プロンプトを編集A dulled distant crack with a short echo behind it builds weather nobody has to shoot. An interior scene gets a sky it never shows, in a game level as much as on film.
プロンプトを編集Ocean waves sound effects
Ocean waves sound effects from gentle laps to heavy surf, plus rolling swell, a single crash and pebbles dragging back down the beach in the undertow.
Rain on roof sound effects
Rain on roof sound effects, steady tin, heavy metal, soft shingles and canvas takes for cabin scenes, cosy interiors and long ambient stretches.
Rain on window sound effects
Rain on window sound effects, taps on glass, streaking drops, wind gusts and after-rain drips for indoor scenes, study videos and quiet story moments.
Rain sound effects
Drizzle, downpour, rain on glass, rain on a tin roof. Morphic generates the rain your shot needs at the intensity and length you set.
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