Prompt: Magazine cover, editorial photography style. A full-frame atmopsheric shot of a solitary creepy doll, its buttons serving as eerie substitutes for eyes, sitting in a forgotten corner of hauntingly abandoned factory, staring blankly into the decaying interior. The the doll's lonely presence and factory walls covered in peeling paint and rust enhance the atmosphere of fraught with an unnerving sense of loneliness. The orange glow of a setting sun filters through the broken windows, casting an otherworldly light on the scene, making the doll appear even more eerie and mysterious. Shot with RED Weapon 8k and Zeiss Otus 22mm lens, ultra-sharp optics at ISO:100 – f/8 – 1/60s on tripod.
Custom triple-pass modeling in Rhino 8 (all), ZBrush 2025.2.2 (finest detail), V-Ray 7 (Scans) for realistic textures/shaders, Substance 3D (Painter, Designer, Modeler, Sampler) for ultra-fine detailing. Balanced composition/atmosphere, fine texturing, Nuke Family 16 (all), Mari 7 (advanced texture refinement, natural imperfections), Mudbox 2026 (organic surface detailing, micro-bump, and displacement). Atmospheric effects, caustics, and light scattering in Krakatoa 2.12 (volumetrics, particles), FStorm 1.6ON (realistic shading, high contrast cinematic lighting, ultra-fine details on surfaces), with ray/path tracing, HDRI, RTX shaders. Final render with 3ds Max 2026 + V-Ray 7 (final detail passes, shading, and lighting). Post-processing in After Effects 25.2.2 (final tone adjustments, color balancing, and atmospheric glow), Capture One + Affinity 2 (cinematic teal and orange color grading color grading).
Prompt: Magazine cover, editorial photography style. A full-frame atmopsheric shot of a solitary creepy doll, its buttons serving as eerie substitutes for eyes, sitting in a forgotten corner of hauntingly abandoned factory, staring blankly into the decaying interior. The the doll's lonely presence and factory walls covered in peeling paint and rust enhance the atmosphere of fraught with an unnerving sense of loneliness. The orange glow of a setting sun filters through the broken windows, casting an otherworldly light on the scene, making the doll appear even more eerie and mysterious. Shot with RED Weapon 8k and Zeiss Otus 22mm lens, ultra-sharp optics at ISO:100 – f/8 – 1/60s on tripod.
Custom triple-pass modeling in Rhino 8 (all), ZBrush 2025.2.2 (finest detail), V-Ray 7 (Scans) for realistic textures/shaders, Substance 3D (Painter, Designer, Modeler, Sampler) for ultra-fine detailing. Balanced composition/atmosphere, fine texturing, Nuke Family 16 (all), Mari 7 (advanced texture refinement, natural imperfections), Mudbox 2026 (organic surface detailing, micro-bump, and displacement). Atmospheric effects, caustics, and light scattering in Krakatoa 2.12 (volumetrics, particles), FStorm 1.6ON (realistic shading, high contrast cinematic lighting, ultra-fine details on surfaces), with ray/path tracing, HDRI, RTX shaders. Final render with 3ds Max 2026 + V-Ray 7 (final detail passes, shading, and lighting). Post-processing in After Effects 25.2.2 (final tone adjustments, color balancing, and atmospheric glow), Capture One + Affinity 2 (cinematic teal and orange color grading color grading).
Would you like to report this Dream as inappropriate?
Prompt:
Magazine cover, editorial photography style. A full-frame atmopsheric shot of a solitary creepy doll, its buttons serving as eerie substitutes for eyes, sitting in a forgotten corner of hauntingly abandoned factory, staring blankly into the decaying interior. The the doll's lonely presence and factory walls covered in peeling paint and rust enhance the atmosphere of fraught with an unnerving sense of loneliness. The orange glow of a setting sun filters through the broken windows, casting an otherworldly light on the scene, making the doll appear even more eerie and mysterious. Shot with RED Weapon 8k and Zeiss Otus 22mm lens, ultra-sharp optics at ISO:100 – f/8 – 1/60s on tripod.
Custom triple-pass modeling in Rhino 8 (all), ZBrush 2025.2.2 (finest detail), V-Ray 7 (Scans) for realistic textures/shaders, Substance 3D (Painter, Designer, Modeler, Sampler) for ultra-fine detailing. Balanced composition/atmosphere, fine texturing, Nuke Family 16 (all), Mari 7 (advanced texture refinement, natural imperfections), Mudbox 2026 (organic surface detailing, micro-bump, and displacement). Atmospheric effects, caustics, and light scattering in Krakatoa 2.12 (volumetrics, particles), FStorm 1.6ON (realistic shading, high contrast cinematic lighting, ultra-fine details on surfaces), with ray/path tracing, HDRI, RTX shaders. Final render with 3ds Max 2026 + V-Ray 7 (final detail passes, shading, and lighting). Post-processing in After Effects 25.2.2 (final tone adjustments, color balancing, and atmospheric glow), Capture One + Affinity 2 (cinematic teal and orange color grading color grading).
Modifiers:
Artgerm, shutterstock, flickr, pixabay, pexels, desygner, unsplash, getty.
masterpiece in its own right, boasts an unparalleled level of detail, with every element meticulously crafted.
Each processing should use: {perfectly redefined thinnest finest clearest cleanest sleekest continuous lines}
Each processing should use: {Every (detail, asset, material, texture, shader, particle, line) is at worlds-best quality}.
32k 600DPI output with finest clearest lines, unbeatable quality, integrity, coherency and description accuracy.
Each processing should use: {ultimate-worlds-best balanced processing.}
Each processing should use: {Every (detail, asset, material, texture) ultimate-realistic, ultra-refined, unique}.
Each processing should use: {Every (detail, asset, material, texture) finest microscopic ultra-detailed and at 32k, 600DPI res}.
Extremely professional Super Reality, Perfection Style.
rendered through photon-accurate spectral renderer with full photon mapping and bidirectional path tracing simulation.
More about "Forgotten Smiles in a Cracked World"
A haunting, abandoned space showcases a dusty room bathed in orange light, featuring an eerie doll with one eye missing, sitting against a crumbling wall, surrounded by debris and forgotten items.
Dream Level: is increased each time when you "Go Deeper" into the dream. Each new level is harder to achieve and
takes more iterations than the one before.
Rare Deep Dream: is any dream which went deeper than level 6.
Deep Dream
You cannot go deeper into someone else's dream. You must create your own.
Deep Dream
Currently going deeper is available only for Deep Dreams.