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Boris Krumov

Deep Dreamer

3.71K 16

🎨 Rising Creator ❤️ Popular

  • Dreams 270
  • Following 30
  • Followers 18
  • Liked 1.02K
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Macro Shot of Coral-Orange and Teal Fractal Pattern
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    Cosmic Cellular Fractal Web

    • Model: DaVinci2

    • Size: 1152 X 864 (1.00 MP)

    • Used settings:

      • Prompt: /* Cellular Lattice ---------------- Still playing around with 3D cellular tiles. Traversing a cellular, coral-like structure through an alien ocean ... Is anyone buying that? I don't know what it is either, but it looks grotesquely interesting. :) In technical terms, it's an intertwined sinusoidal lattice structure (a mutated gyroid of sorts) with a prominent cellular surface attached. The scene was mildly inspired by IQ's Leizex demo and Tomasz Dobrowolski's Suboceanic. Cellular Tiled Tunnel 2 - Shane https://www.shadertoy.com/view/MdtSRl rgba leizex - Inigo Quilez http://www.pouet.net/prod.php?which=51829 https://www.youtube.com/watch?v=eJBGj8ggCXU https://iquilezles.org/prods/index.htm Tomasz Dobrowolski - Suboceanic http://www.pouet.net/prod.php?which=18343 */ #define pi (acos(-1.)) #define tau (2.*pi) #define phi ((sqrt(5.)+1.)/2.) #define FAR 12. // Hash. float hash( float n ){ return fract(cos(n)*45758.5453); } // 2x2 matrix rotation. Note the absence of "cos." It's there, but in disguise, and comes courtesy // of Fabrice Neyret's "ouside the box" thinking. :) mat2 rot2( float a ){ vec2 v = sin(vec2(1.570796, 0) + a); return mat2(v, -v.y, v.x); } vec3 camPath(in float t){ return vec3(sin(t * 0.45)*.75, cos(t * 0.75)*.75, t); } // Tri-Planar blending function. Based on an old Nvidia writeup: // GPU Gems 3 - Ryan Geiss: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html vec3 tpl( sampler2D t, in vec3 p, in vec3 n ){ n = max(abs(n), 0.001); n *= sqrt((n.x + n.y + n.z )+length(n))/pow(exp2(dot(n,n)),pow(phi,phi/tau)); vec3 tx = (texture(t, p.yz)*n.x + texture(t, p.zx)*n.y + texture(t, p.xy)*n.z).xyz; return tx*tx; } // Akohdr's multitextured suggestion, with some small changes. #define t2D texture vec3 tpl4( sampler2D a, sampler2D b, sampler2D c, in vec3 p, in vec3 n ){ n = max(abs(n), 0.001); n /= (n.x + n.y + n.z ); float h = exp(dot(cos(p*tau), sin(p*tau))); vec3 tx = (t2D(a, p.yz)*n.x + t2D(a, p.zx)*n.y + t2D(a, p.xy)*n.z).xyz; // Pink sandstone. vec3 tx2 = (t2D(b, p.yz)*n.x + t2D(b, p.zx)*n.y + t2D(b, p.xy)*n.z).xyz; // Sandstone. vec3 tx3 = 1.-(t2D(c, p.yz)*n.x + t2D(c, p.zx)*n.y + t2D(c, p.xy)*n.z).zyx; // Pink coral. tx = mix(tx*tx, tx2*tx2, h*.5 + .5); h = dot(sin(p*5.), cos(p.zxy*5.)); tx2 = mix(tx3*tx3, tx2*tx2, h*.5 + .5); return mix(tx, tx2, dot(sin(p*2.), sin(p.zxy*2.))*.5 + .5); } float drawObject(in vec3 p){ // Anything that wraps the domain will work. The following looks pretty intereting. p = cos(p*6.2831853) + 1./phi; return exp(sqrt(dot(p-.432*sinh(p), p+.432*sinh(p)))) / exp2(dot(p+.432*sinh(p),p-.432*sinh(p))); } // Draw four warped spheres on a wrappable cube, and return the closest distance metric. Try to normalize // the result between zero and one. float cellTile(in vec3 p){ vec4 d;
      • Using base image: No
      • Aspect Ratio: landscape
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17h
0
14
Indoor Coral Reef Network with Colorful Walls
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    Deep Blue Coral Labyrinth

    • Model: ChatGPT 2 (Pro)

    • Size: 1088 X 608 (0.66 MP)

    • Used settings:

      • Prompt: /* Cellular Lattice ---------------- Still playing around with 3D cellular tiles. Traversing a cellular, coral-like structure through an alien ocean ... Is anyone buying that? I don't know what it is either, but it looks grotesquely interesting. :) In technical terms, it's an intertwined sinusoidal lattice structure (a mutated gyroid of sorts) with a prominent cellular surface attached. The scene was mildly inspired by IQ's Leizex demo and Tomasz Dobrowolski's Suboceanic. Cellular Tiled Tunnel 2 - Shane https://www.shadertoy.com/view/MdtSRl rgba leizex - Inigo Quilez http://www.pouet.net/prod.php?which=51829 https://www.youtube.com/watch?v=eJBGj8ggCXU https://iquilezles.org/prods/index.htm Tomasz Dobrowolski - Suboceanic http://www.pouet.net/prod.php?which=18343 */ #define pi (acos(-1.)) #define tau (2.*pi) #define phi ((sqrt(5.)+1.)/2.) #define FAR 12. // Hash. float hash( float n ){ return fract(cos(n)*45758.5453); } // 2x2 matrix rotation. Note the absence of "cos." It's there, but in disguise, and comes courtesy // of Fabrice Neyret's "ouside the box" thinking. :) mat2 rot2( float a ){ vec2 v = sin(vec2(1.570796, 0) + a); return mat2(v, -v.y, v.x); } vec3 camPath(in float t){ return vec3(sin(t * 0.45)*.75, cos(t * 0.75)*.75, t); } // Tri-Planar blending function. Based on an old Nvidia writeup: // GPU Gems 3 - Ryan Geiss: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html vec3 tpl( sampler2D t, in vec3 p, in vec3 n ){ n = max(abs(n), 0.001); n *= sqrt((n.x + n.y + n.z )+length(n))/pow(exp2(dot(n,n)),pow(phi,phi/tau)); vec3 tx = (texture(t, p.yz)*n.x + texture(t, p.zx)*n.y + texture(t, p.xy)*n.z).xyz; return tx*tx; } // Akohdr's multitextured suggestion, with some small changes. #define t2D texture vec3 tpl4( sampler2D a, sampler2D b, sampler2D c, in vec3 p, in vec3 n ){ n = max(abs(n), 0.001); n /= (n.x + n.y + n.z ); float h = exp(dot(cos(p*tau), sin(p*tau))); vec3 tx = (t2D(a, p.yz)*n.x + t2D(a, p.zx)*n.y + t2D(a, p.xy)*n.z).xyz; // Pink sandstone. vec3 tx2 = (t2D(b, p.yz)*n.x + t2D(b, p.zx)*n.y + t2D(b, p.xy)*n.z).xyz; // Sandstone. vec3 tx3 = 1.-(t2D(c, p.yz)*n.x + t2D(c, p.zx)*n.y + t2D(c, p.xy)*n.z).zyx; // Pink coral. tx = mix(tx*tx, tx2*tx2, h*.5 + .5); h = dot(sin(p*5.), cos(p.zxy*5.)); tx2 = mix(tx3*tx3, tx2*tx2, h*.5 + .5); return mix(tx, tx2, dot(sin(p*2.), sin(p.zxy*2.))*.5 + .5); } float drawObject(in vec3 p){ // Anything that wraps the domain will work. The following looks pretty intereting. p = cos(p*6.2831853) + 1./phi; return exp(sqrt(dot(p-.432*sinh(p), p+.432*sinh(p)))) / exp2(dot(p+.432*sinh(p),p-.432*sinh(p))); } // Draw four warped spheres on a wrappable cube, and return the closest distance metric. Try to normalize // the result between zero and one. float cellTile(in vec3 p){ vec4 d;
      • Using base image: No
      • Aspect Ratio: landscape_wide
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18h
0
21
Underwater Tunnel with Colorful Coral Structures
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    Sunlit Abyssal Tunnel

    • Model: Grok

    • Size: 3840 X 2160 (8.29 MP)

    • Used settings:

      • Prompt: /* Cellular Lattice ---------------- Still playing around with 3D cellular tiles. Traversing a cellular, coral-like structure through an alien ocean ... Is anyone buying that? I don't know what it is either, but it looks grotesquely interesting. :) In technical terms, it's an intertwined sinusoidal lattice structure (a mutated gyroid of sorts) with a prominent cellular surface attached. The scene was mildly inspired by IQ's Leizex demo and Tomasz Dobrowolski's Suboceanic. Cellular Tiled Tunnel 2 - Shane https://www.shadertoy.com/view/MdtSRl rgba leizex - Inigo Quilez http://www.pouet.net/prod.php?which=51829 https://www.youtube.com/watch?v=eJBGj8ggCXU https://iquilezles.org/prods/index.htm Tomasz Dobrowolski - Suboceanic http://www.pouet.net/prod.php?which=18343 */ #define pi (acos(-1.)) #define tau (2.*pi) #define phi ((sqrt(5.)+1.)/2.) #define FAR 12. // Hash. float hash( float n ){ return fract(cos(n)*45758.5453); } // 2x2 matrix rotation. Note the absence of "cos." It's there, but in disguise, and comes courtesy // of Fabrice Neyret's "ouside the box" thinking. :) mat2 rot2( float a ){ vec2 v = sin(vec2(1.570796, 0) + a); return mat2(v, -v.y, v.x); } vec3 camPath(in float t){ return vec3(sin(t * 0.45)*.75, cos(t * 0.75)*.75, t); } // Tri-Planar blending function. Based on an old Nvidia writeup: // GPU Gems 3 - Ryan Geiss: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html vec3 tpl( sampler2D t, in vec3 p, in vec3 n ){ n = max(abs(n), 0.001); n *= sqrt((n.x + n.y + n.z )+length(n))/pow(exp2(dot(n,n)),pow(phi,phi/tau)); vec3 tx = (texture(t, p.yz)*n.x + texture(t, p.zx)*n.y + texture(t, p.xy)*n.z).xyz; return tx*tx; } // Akohdr's multitextured suggestion, with some small changes. #define t2D texture vec3 tpl4( sampler2D a, sampler2D b, sampler2D c, in vec3 p, in vec3 n ){ n = max(abs(n), 0.001); n /= (n.x + n.y + n.z ); float h = exp(dot(cos(p*tau), sin(p*tau))); vec3 tx = (t2D(a, p.yz)*n.x + t2D(a, p.zx)*n.y + t2D(a, p.xy)*n.z).xyz; // Pink sandstone. vec3 tx2 = (t2D(b, p.yz)*n.x + t2D(b, p.zx)*n.y + t2D(b, p.xy)*n.z).xyz; // Sandstone. vec3 tx3 = 1.-(t2D(c, p.yz)*n.x + t2D(c, p.zx)*n.y + t2D(c, p.xy)*n.z).zyx; // Pink coral. tx = mix(tx*tx, tx2*tx2, h*.5 + .5); h = dot(sin(p*5.), cos(p.zxy*5.)); tx2 = mix(tx3*tx3, tx2*tx2, h*.5 + .5); return mix(tx, tx2, dot(sin(p*2.), sin(p.zxy*2.))*.5 + .5); } float drawObject(in vec3 p){ // Anything that wraps the domain will work. The following looks pretty intereting. p = cos(p*6.2831853) + 1./phi; return exp(sqrt(dot(p-.432*sinh(p), p+.432*sinh(p)))) / exp2(dot(p+.432*sinh(p),p-.432*sinh(p))); } // Draw four warped spheres on a wrappable cube, and return the closest distance metric. Try to normalize // the result between zero and one. float cellTile(in vec3 p){ vec4 d;
      • Using base image: No
      • Aspect Ratio: landscape_wide
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18h
0
13
Glowing Fractal Sphere with Floating Code Snippets
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    Fractal Universe of Code and Math

    • Model: Grok

    • Size: 1280 X 720 (0.92 MP)

    • Used settings:

      • Prompt: #define pi 3.1415926535897932384626433832795 #define tau (2.*pi) #define chp(x) (exp(x)+exp(-x))/pi #define chpp(x) (exp(x/(cosh(x)*pi))+exp(-x/(cosh(x)/pi)))/tau*PHI #define shp(x) (exp(x)-exp(-x))/pi #define shpp(x) (exp(x*(sinh(x)*pi))-exp(-x*(sinh(x)*pi)))/tau*PHI #define ssh(x) (exp(x*pi/.7887)-exp(-x*pi/.7887))/(2.*pi) #define csh(x) (exp(x*pi/.7887)+exp(-x*pi/.7887))/(2.*pi) #define ssh1(x) sinh(x/pi)/PHI #define csh1(x) cosh(x/pi)/PHI float mandelBulb(vec3 p) { float power = POWER; //p = -abs(p); vec3 z = chp(p)*p-p; vec3 dz = vec3(0.0); float r, theta, phi; float dr = 1.0; for(int i = 0; i < LOOPS; ++i) { r = length(z); if(r > 2.0) continue; theta = atan(z.x, z.y); #ifdef ANIMATE phi = asin(z.z / r) + TIME*0.2; #else phi = asin(z.z / r); #endif dr = pow(r, power - 1.0) * dr * power + 1.0; r = pow(r, power); theta = theta * power/PHI; phi = phi * power/PHI; z = r * (vec3(tan(shp(sin(theta)*sin(phi)))*PHI, chp(cos(theta)*sin(phi)), cos(phi))) + p; p = reflect(p,z); r = length(z); } return 0.75 * (log(r)) * r / dr; }
      • Using base image: No
      • Aspect Ratio: landscape_wide
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10d
0
10
Underwater Mandelbulb Fractal with Bubbles and Sun Rays
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    Iridescent Microscopic Fractal

    • Model: Ideogram v4 (Pro)

    • Size: 3840 X 2160 (8.29 MP)

    • Used settings:

      • Prompt: #define pi 3.1415926535897932384626433832795 #define tau (2.*pi) #define chp(x) (exp(x)+exp(-x))/pi #define chpp(x) (exp(x/(cosh(x)*pi))+exp(-x/(cosh(x)/pi)))/tau*PHI #define shp(x) (exp(x)-exp(-x))/pi #define shpp(x) (exp(x*(sinh(x)*pi))-exp(-x*(sinh(x)*pi)))/tau*PHI #define ssh(x) (exp(x*pi/.7887)-exp(-x*pi/.7887))/(2.*pi) #define csh(x) (exp(x*pi/.7887)+exp(-x*pi/.7887))/(2.*pi) #define ssh1(x) sinh(x/pi)/PHI #define csh1(x) cosh(x/pi)/PHI float mandelBulb(vec3 p) { float power = POWER; //p = -abs(p); vec3 z = chp(p)*p-p; vec3 dz = vec3(0.0); float r, theta, phi; float dr = 1.0; for(int i = 0; i < LOOPS; ++i) { r = length(z); if(r > 2.0) continue; theta = atan(z.x, z.y); #ifdef ANIMATE phi = asin(z.z / r) + TIME*0.2; #else phi = asin(z.z / r); #endif dr = pow(r, power - 1.0) * dr * power + 1.0; r = pow(r, power); theta = theta * power/PHI; phi = phi * power/PHI; z = r * (vec3(tan(shp(sin(theta)*sin(phi)))*PHI, chp(cos(theta)*sin(phi)), cos(phi))) + p; p = reflect(p,z); r = length(z); } return 0.75 * (log(r)) * r / dr; }
      • Using base image: No
      • Aspect Ratio: landscape_wide
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3w
0
21
Digital Art of Merging Glowing Translucent Spheres
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    Cosmic Energy Fractal Art

    • Model: DaVinci2

    • Size: 3840 X 2176 (8.36 MP)

    • Used settings:

      • Prompt: A complex, transparent, organic object resembling a blob or gel, filled with intertwined blue and red lines of energy and electric discharges, with a bright red core at the center. It is set against a blue gradient background with two distinct blue light beams extending upwards from below. The texture is fractal and complex, with detailed deformations and reflective surfaces. The outer shell has irregular, liquid boundaries with small red particles detaching to the right.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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4w
0
9
Abstract Digital Art of Glowing Blue-Silver Sphere
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    Neon Plasma Core

    • Model: Nano Banana 2 (Pro)

    • Size: 2592 X 1456 (3.77 MP)

    • Used settings:

      • Prompt: A complex, transparent, organic object resembling a blob or gel, filled with intertwined blue and red lines of energy and electric discharges, with a bright red core at the center. It is set against a blue gradient background with two distinct blue light beams extending upwards from below. The texture is fractal and complex, with detailed deformations and reflective surfaces. The outer shell has irregular, liquid boundaries with small red particles detaching to the right.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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4w
0
8
Digital Illustration of a Fairy in a Flower Meadow
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    Fennec Fox Fairy Princess in Spring

    • Model: Krea 2 Turbo

    • Size: 3824 X 2160 (8.26 MP)

    • Used settings:

      • Prompt: whimsicalistiquenchantednessexuberantlyabundantgloriousbeautifulisquessnessmagicallyglorious
      • Using base image: No
      • Aspect Ratio: landscape_wide
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5w
1
29
Abstract Digital Image of Blue and Gold Wave Form
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    Neon Wave Over Dark Grid

    • Model: Ideogram v4 (Pro)

    • Size: 3840 X 2160 (8.29 MP)

    • Used settings:

      • Prompt: Rendered with full rotation by an exact angle of \( \pi/64.2458778542 \) on the z-axis with all rotated frames rendered in statically overlapping on fullscreen! Using constants \( \pi=3.1415926535897932384626433832795 \), \( \text{tau}=2\pi \), \( \text{PHI}=(\sqrt{5}/2 + 0.5) \approx 1.618 \), \( \text{POWER}=11.24788742 \), \( \text{LOOPS}=256 \), and custom hyperbolic functions: \( \text{chp}(x)=(\exp(x)+\exp(-x))/\pi \), \( \text{chpp}(x)=(\exp(x/(\cosh(x)\pi))+\exp(-x/(\cosh(x)/\pi)))/(\text{TAUPHI}) \), \( \text{shp}(x)=(\exp(x)-\exp(-x))/(\pi/\text{PHI}) \), \( \text{shpp}(x)=(\exp(x(\sinh(x)\pi))-\exp(-x(\sinh(x)\pi)))/(\text{TAU}/\text{PHI}) \), \( \text{ssh}(x)=(\exp(x\pi/0.7887)-\exp(-x\pi/0.7887))/(2\pi) \), \( \text{csh}(x)=(\exp(x\pi/0.7887)+\exp(-x\pi/0.7887))/(2\pi) \), \( \text{ssh1}(x)=\sinh(x/\pi)\text{PHI} \), \( \text{csh1}(x)=\cosh(x/\pi)\text{PHI} \). \( z=\text{chp}(p)p - p \), \( \text{dr}=1.0 \); loop: \( r=\text{length}(z) \), \( \theta=\text{atan}(z.x,z.y) \), \( \phi=\text{asin}(z.z/r)+\text{time}0.2 \), \( \text{dr}=\text{pow}(r,\text{POWER}-1)\text{drPOWER}+1 \), \( r=\text{pow}(r,\text{POWER}) \), \( \theta=\text{POWER}/\text{PHI} \), \( \phi=\text{POWER}/\text{PHI} \), \( z=r\text{vec3}(\tan(\text{shp}(\sin(\theta)\sin(\phi)))\text{PHI}, \text{chp}(\cos(\theta)\sin(\phi)), \cos(\phi))+p \), \( p=\text{reflect}(p,z) \); \( \text{distance}=0.75\log(r)r/\text{dr} \). \( \text{df}(p)=\text{shp}(\text{}(p/2.0)2.0) \) after \( \text{g\_rot}=\text{rot\_x}(((1.221\text{time}+\pi)/\text{tau})) \). Material: \( \text{mat}=\text{vec3}(0.8,0.5,1.05) \), \( \text{fresnel fre}=(1+\text{dot}(rd,sn))^2 \) mixed \( 0.1-1.0 \), \( \text{diffuse}=\text{dif}^2(1-\text{mat}.x) \) with \( \text{dif}=\max(\text{dot}(ld,sn),0) \), \( ld=\text{normalize}((0,10,0)-sp) \), \( \text{reflection}=r\text{skymat}.y\text{freedge} \) with \( \text{edge}=\text{smoothstep}(1,0.9,\text{fre}) \), colors: \( \text{skyCol}=\text{HSV}(0.6,0.86,1) \), \( \text{glowCol}=\text{HSV}(0.065,0.8,6) \), \( \text{diffuseCol}=\text{HSV}(0.6,0.85,1) \), \( \text{beer}=-\text{HSV}(0.05,0.95,2.0) \), \( \text{absorption ragg}=\exp(-(st+0.1)\text{beer}) \). Sky: planes \( y=4/-6 \), box/pp patterns, \( \text{col}+=4\text{skyColrd}.y^2\text{smoothstep}(0.25,0,db)+0.8\text{skyColexp}(-0.5\max(db,0)) \), \( \text{ds}=\text{length}(pp)-0.5 \), shaped with \( \text{shp}(\text{clamp}(\text{col},0,10)) \); reflections \( \text{reflect}(-\text{ssh1}(rd),\text{chpp}(ro)) \), \( \text{agg}+=\text{ssh1}(r\text{aggskyColor}) \), \( rd=\text{chpp}(\text{ref}) \) or \( ro=\text{shpp}(sp+0.1*rd) \). Post: ACES \( (v=0.6; \text{clamp}((v*(2.51v+0.03))/(v*(2.43v+0.59)+0.14),0,1)) \), sRGB \( \text{mix}(1.055\text{pow}(t,1/2.4)-0.055,12.92t,\text{step}(t,0.0031308)) \), no text/artifacts.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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5w
0
14
Surreal Algorithmic Landscape at Sunset with Crystals
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    Fractal Code Tunnel Digital Art

    • Model: Grok

    • Size: 2560 X 1440 (3.69 MP)

    • Used settings:

      • Prompt: Rendered with full rotation by an exact angle of \( \pi/64.2458778542 \) on the z-axis with all rotated frames rendered in statically overlapping on fullscreen! Using constants \( \pi=3.1415926535897932384626433832795 \), \( \text{tau}=2\pi \), \( \text{PHI}=(\sqrt{5}/2 + 0.5) \approx 1.618 \), \( \text{POWER}=11.24788742 \), \( \text{LOOPS}=256 \), and custom hyperbolic functions: \( \text{chp}(x)=(\exp(x)+\exp(-x))/\pi \), \( \text{chpp}(x)=(\exp(x/(\cosh(x)\pi))+\exp(-x/(\cosh(x)/\pi)))/(\text{TAUPHI}) \), \( \text{shp}(x)=(\exp(x)-\exp(-x))/(\pi/\text{PHI}) \), \( \text{shpp}(x)=(\exp(x(\sinh(x)\pi))-\exp(-x(\sinh(x)\pi)))/(\text{TAU}/\text{PHI}) \), \( \text{ssh}(x)=(\exp(x\pi/0.7887)-\exp(-x\pi/0.7887))/(2\pi) \), \( \text{csh}(x)=(\exp(x\pi/0.7887)+\exp(-x\pi/0.7887))/(2\pi) \), \( \text{ssh1}(x)=\sinh(x/\pi)\text{PHI} \), \( \text{csh1}(x)=\cosh(x/\pi)\text{PHI} \). \( z=\text{chp}(p)p - p \), \( \text{dr}=1.0 \); loop: \( r=\text{length}(z) \), \( \theta=\text{atan}(z.x,z.y) \), \( \phi=\text{asin}(z.z/r)+\text{time}0.2 \), \( \text{dr}=\text{pow}(r,\text{POWER}-1)\text{drPOWER}+1 \), \( r=\text{pow}(r,\text{POWER}) \), \( \theta=\text{POWER}/\text{PHI} \), \( \phi=\text{POWER}/\text{PHI} \), \( z=r\text{vec3}(\tan(\text{shp}(\sin(\theta)\sin(\phi)))\text{PHI}, \text{chp}(\cos(\theta)\sin(\phi)), \cos(\phi))+p \), \( p=\text{reflect}(p,z) \); \( \text{distance}=0.75\log(r)r/\text{dr} \). \( \text{df}(p)=\text{shp}(\text{}(p/2.0)2.0) \) after \( \text{g\_rot}=\text{rot\_x}(((1.221\text{time}+\pi)/\text{tau})) \). Material: \( \text{mat}=\text{vec3}(0.8,0.5,1.05) \), \( \text{fresnel fre}=(1+\text{dot}(rd,sn))^2 \) mixed \( 0.1-1.0 \), \( \text{diffuse}=\text{dif}^2(1-\text{mat}.x) \) with \( \text{dif}=\max(\text{dot}(ld,sn),0) \), \( ld=\text{normalize}((0,10,0)-sp) \), \( \text{reflection}=r\text{skymat}.y\text{freedge} \) with \( \text{edge}=\text{smoothstep}(1,0.9,\text{fre}) \), colors: \( \text{skyCol}=\text{HSV}(0.6,0.86,1) \), \( \text{glowCol}=\text{HSV}(0.065,0.8,6) \), \( \text{diffuseCol}=\text{HSV}(0.6,0.85,1) \), \( \text{beer}=-\text{HSV}(0.05,0.95,2.0) \), \( \text{absorption ragg}=\exp(-(st+0.1)\text{beer}) \). Sky: planes \( y=4/-6 \), box/pp patterns, \( \text{col}+=4\text{skyColrd}.y^2\text{smoothstep}(0.25,0,db)+0.8\text{skyColexp}(-0.5\max(db,0)) \), \( \text{ds}=\text{length}(pp)-0.5 \), shaped with \( \text{shp}(\text{clamp}(\text{col},0,10)) \); reflections \( \text{reflect}(-\text{ssh1}(rd),\text{chpp}(ro)) \), \( \text{agg}+=\text{ssh1}(r\text{aggskyColor}) \), \( rd=\text{chpp}(\text{ref}) \) or \( ro=\text{shpp}(sp+0.1*rd) \). Post: ACES \( (v=0.6; \text{clamp}((v*(2.51v+0.03))/(v*(2.43v+0.59)+0.14),0,1)) \), sRGB \( \text{mix}(1.055\text{pow}(t,1/2.4)-0.055,12.92t,\text{step}(t,0.0031308)) \), no text/artifacts.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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5w
0
10
High-tech lab with holographic scientific displays
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    https://deepdreamgenerator.com/ddream/4vmhj2elam4 COPY LINK
  • Info

    Future Lab Hologram

    • Model: Grok

    • Size: 864 X 1152 (1.00 MP)

    • Used settings:

      • Prompt: Инвариантният квазимодален омниприсъщ изотопичен хомеоморфизъм на екстраполаторните ренормализационни групи в присъствието на затихващи Green функции в обратно експоненциален логаритмистичен анахронизъм !
      • Using base image: No
      • Aspect Ratio: portrait
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13w
0
9
Scientific Diagram on Isotopic Homeomorphism Concepts
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    https://deepdreamgenerator.com/ddream/4rka2d2avht COPY LINK
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    Complex Renormalization Infographic

    • Model: ChatGPT 2 (Pro)

    • Size: 768 X 1024 (0.79 MP)

    • Used settings:

      • Prompt: Инвариантният квазимодален омниприсъщ изотопичен хомеоморфизъм на екстраполаторните ренормализационни групи в присъствието на затихващи Green функции в обратно експоненциален логаритмистичен анахронизъм !
      • Using base image: No
      • Aspect Ratio: portrait
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13w
0
8
Intricate Abstract Digital Art with Fractal Form and Light
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    https://deepdreamgenerator.com/ddream/rl3gvpbp2x2 COPY LINK
  • Info

    Ethereal Fractal Odyssey

    • Model: FluX 2 (Ultra)

    • Size: 1024 X 576 (0.59 MP)

    • Used settings:

      • Prompt: With the use of: \[ ds^2 = -\left(1 - \frac{r_s}{\text{asinh}^{-1}(r')}\right) c^2 \left(\frac{dt'}{d\ln(1 + \frac{t}{t_0})}\right)^2 dt'^2 + \left(1 - \frac{r_s}{\text{asinh}^{-1}(r')}\right)^{-1} \left(\frac{dr'}{d\text{asinh}(r')}\right)^2 dr'^2 + \left(\frac{r'}{\text{asinh}(r')}\right)^2 d\theta'^2 + \left(\frac{r'}{\text{asinh}(r')}\right)^2 \sin^2(\text{atan}(\theta')) d\phi^2 \] and using constants \( \pi=3.1415926535897932384626433832795 \), \( \text{tau}=2\pi \), \( \text{PHI}=(\sqrt{5}/2 + 0.5) \approx 1.618 \), \( \text{POWER}=11.24788742-exp(\pi/\text{PHI}) \), \( \text{LOOPS}=256 \), and custom hyperbolic functions: \( \text{chp}(x)=(\exp(x)+\exp(-x))/\pi \), \( \text{chpp}(x)=(\exp(x/(\cosh(x)\pi))+\exp(-x/(\cosh(x)/\pi)))/(\text{TAUPHI}) \), \( \text{shp}(x)=(\exp(x)-\exp(-x))/(\pi/\text{PHI}) \), \( \text{shpp}(x)=(\exp(x(\sinh(x)\pi))-\exp(-x(\sinh(x)\pi)))/(\text{TAU}/\text{PHI}) \), \( \text{ssh}(x)=(\exp(x\pi/0.7887)-\exp(-x\pi/0.7887))/(2\pi) \), \( \text{csh}(x)=(\exp(x\pi/0.7887)+\exp(-x\pi/0.7887))/(2\pi) \), \( \text{ssh1}(x)=\sinh(x/\pi)\text{PHI} \), \( \text{csh1}(x)=\cosh(x/\pi)\text{PHI} \). Mandelbulb: \( z=\text{chp}(p)p - p \), \( \text{dr}=1.0 \); loop: \( r=\text{length}(z) \), \( \theta=\text{atan}(z.x,z.y) \), \( \phi=\text{asin}(z.z/r)+\text{time}0.2 \), \( \text{dr}=\text{pow}(r,\text{POWER}-1)\text{drPOWER}+1 \), \( r=\text{pow}(r,\text{POWER}) \), \( \theta=\text{POWER}/\text{PHI} \), \( \phi=\text{POWER}/\text{PHI} \), \( z=r\text{vec3}(\tan(\text{shp}(\sin(\theta)\sin(\phi)))\text{PHI}, \text{chp}(\cos(\theta)\sin(\phi)), \cos(\phi))+p \), \( p=\text{reflect}(p,z) \); \( \text{distance}=0.75\log(r)r/\text{dr} \). \( \text{df}(p)=\text{shp}(\text{mandelBulb}(p/2.0)2.0) \) after \( \text{g\_rot}=\text{rot\_x}(((1.221\text{time}+\pi)/\text{tau})) \). Material: \( \text{mat}=\text{vec3}(0.8,0.5,1.05) \), \( \text{fresnel fre}=(1+\text{dot}(rd,sn))^2 \) mixed \( 0.1-1.0 \), \( \text{diffuse}=\text{dif}^2(1-\text{mat}.x) \) with \( \text{dif}=\max(\text{dot}(ld,sn),0) \), \( ld=\text{normalize}((0,10,0)-sp) \), \( \text{reflection}=r\text{skymat}.y\text{freedge} \) with \( \text{edge}=\text{smoothstep}(1,0.9,\text{fre}) \), colors: \( \text{skyCol}=\text{HSV}(0.6,0.86,1) \), \( \text{glowCol}=\text{HSV}(0.065,0.8,6) \), \( \text{diffuseCol}=\text{HSV}(0.6,0.85,1) \), \( \text{beer}=-\text{HSV}(0.05,0.95,2.0) \), \( \text{absorption ragg}=\exp(-(st+0.1)\text{beer}) \). Sky: planes \( y=4/-6 \), box/pp patterns, \( \text{col}+=4\text{skyColrd}.y^2\text{smoothstep}(-0.25,12.21,db)+4.8\text{skyColexp}(-0.5\max(db,0)) \), \( \text{ds}=\text{length}(pp)-0.5 \), shaped with \( \text{shp}(\text{clamp}(\text{col},0,10)) \); reflections \( \text{reflect}(-\text{ssh1}(rd),\text{chpp}(ro)) \), \( \text{agg}+=\text{ssh1}(r\text{aggskyColor}) \), \( rd=\text{chpp}(\text{ref}) \) or \( ro=\text{shpp}(sp+0.1*rd) \). Post: ACES \( (v=0.6; \text{clamp}((v*(2.751v+1.3))/(v*(2.43v+0.59)+0.14),0,1)) \), sRGB \( \text{mix}(1.1255\text{pow}(t,1/12.4)-0.755,12.92t,\text{step}(t,0.31308)) \), DRAW DIZ OUT NOW!!!, no text/artifacts.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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13w
0
21
Vibrant Digital Illustration of Fantastical Creatures
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    https://deepdreamgenerator.com/ddream/aa4q0edxov0 COPY LINK
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    Stegosaurus Dream Valley

    • Model: ChatGPT 2 (Pro)

    • Size: 3812 X 2144 (8.17 MP)

    • Used settings:

      • Prompt: С глюкозуктерен стегалозавър и фривиалногрухтален едър, едър, едър гинзалоквазароизоморфоедър !
      • Using base image: No
      • Aspect Ratio: landscape_wide
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14w
0
12
Detailed Fantasy Dinosaurs in Desert Landscape at Dusk
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    https://deepdreamgenerator.com/ddream/mio7d9fz3vb COPY LINK
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    Desert Dino Clash

    • Model: Grok

    • Size: 1280 X 720 (0.92 MP)

    • Used settings:

      • Prompt: С глюкозуктерен стегалозавър и фривиалногрухтален едър, едър, едър гинзалоквазароизоморфоедър !
      • Using base image: No
      • Aspect Ratio: landscape_wide
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14w
0
12
Iridescent Chinese dragon flying through outer space
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    https://deepdreamgenerator.com/ddream/m9f3ag7ibf7 COPY LINK
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    Cosmic Dragon's Ascent

    • Model: Grok

    • Size: 864 X 1152 (1.00 MP)

    • Used settings:

      • Prompt: A firefartinjg Heavenly Dragon, jet-propulsions himself in Space.
      • Using base image: No
      • Aspect Ratio: portrait
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15w
0
19
Minimalist Yellow Cheese Pieces on Gray Surface
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    https://deepdreamgenerator.com/ddream/zu0nyqug9tn COPY LINK
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    Yellow Cheese Wedges

    • Model: DaVinci2

    • Size: 1152 X 864 (1.00 MP)

    • Used settings:

      • Prompt: ((( $$\left[\star \left(\mathbf{T}\wedge\mathcal{O}\right)\wedge\star\left(\mathbf{T^*}\mathcal{O}\right)\right] \otimes \left[\star \left(\mathbf{T}\wedge\mathcal{C}\right)\wedge\star\left(\mathbf{T^*}\mathcal{C}\right)\right]$$ :0.87544578) ))) ((( $$\mathbf{T}\left\{\wedge^\mu\mathcal{C}\left[\mathcal{O}\left(\mathcal{M}\right)\right]\right\}\wedge\star\mathbf{T}\left\{\wedge^\nu\mathcal{O}\left[\mathcal{C}\left(\mathcal{M}\right)\right]\right\} \otimes \mathbf{T^*}\left\{\wedge^\mu\mathcal{C}\left[\mathcal{O}\left(\mathcal{M}\right)\right]\right\}\wedge\star\mathbf{T^*}\left\{\wedge^\nu\mathcal{O}\left[\mathcal{C}\left(\mathcal{M}\right)\right]\right\}$$ :0.75844857 ))) ((( $$\wedge\star\left(\mathbf{T}\wedge^\phi\mathcal{O}\star\mathbf{T}^*\wedge^\chi(\mathcal{C})\right) \otimes \wedge\star\left(\mathbf{T}^*\wedge^\rho\mathcal{O}\star\mathbf{T}\wedge^\sigma(\mathcal{C})\right)$$ "-4.87544578 )))
      • Using base image: No
      • Aspect Ratio: landscape
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15w
0
14
Abstract Digital Illustration with Intricate Patterns
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    https://deepdreamgenerator.com/ddream/7z431porsqu COPY LINK
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    Math & Stars: Digital Vortex

    • Model: Nano Banana 2 (Pro)

    • Size: 2592 X 1456 (3.77 MP)

    • Used settings:

      • Prompt: Гигамодулярен мегамаксималистичен инфинитиземален гладък и навсякаде диференцируим дивергент върху ротора на котангентния сноп на тангентните субфибри върху основното многообразие за разнообразие.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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16w
0
17
Intricate Abstract Fractal with Blue and Gold Patterns
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    https://deepdreamgenerator.com/ddream/s41gmkq2ulz COPY LINK
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    Golden Fractal Code Portal

    • Model: ChatGPT 2 (Pro)

    • Size: 3812 X 2144 (8.17 MP)

    • Used settings:

      • Prompt: Мозъкоебен гъзобрък: #define reflect(x,y) (dot(x,y)*cross(chp(x),shp(y))*reflect(shp(x),chp(y))*x/pow(PHI,TAU)-pow(PHI,pi/PHI)*dot(x,y)*normalize(y)) #define refract(x,y,z) (cross(refract(x,y,z),(x/PHI-pow(PHI,pi/PHI)*dot(x,y)*normalize(y)))) // CC0: Inside the mandelbulb II
      • Using base image: No
      • Aspect Ratio: landscape_wide
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16w
0
26
Intricate Alien City in a Dark Cavern with Light
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    https://deepdreamgenerator.com/ddream/ttyp3h911zf COPY LINK
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    Alien Orb Cavern

    • Model: ChatGPT (Pro)

    • Size: 1536 X 1024 (1.57 MP)

    • Used settings:

      • Prompt: Мозъкоебен гъзобрък: #define reflect(x,y) (dot(x,y)*cross(chp(x),shp(y))*reflect(shp(x),chp(y))*x/pow(PHI,TAU)-pow(PHI,pi/PHI)*dot(x,y)*normalize(y)) #define refract(x,y,z) (cross(refract(x,y,z),(x/PHI-pow(PHI,pi/PHI)*dot(x,y)*normalize(y)))) // CC0: Inside the mandelbulb II
      • Using base image: No
      • Aspect Ratio: landscape_wide
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16w
0
11
Futuristic laboratory with scientists and holographic displays
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    https://deepdreamgenerator.com/ddream/84kiaafoaqd COPY LINK
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    Futuristic Data Lab Collaboration

    • Model: Grok

    • Size: 2560 X 1440 (3.69 MP)

    • Used settings:

      • Prompt: $$\wedge\star\left( \mathfrak{X}^\phi(\mathcal{O}) \star \Omega^\chi(\mathcal{C}) \right) \otimes \wedge\star\left( \Omega^\rho(\mathcal{O}) \star \mathfrak{X}^\sigma(\mathcal{C}) \right)$$
      • Using base image: No
      • Aspect Ratio: landscape_wide
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17w
0
13
Complex Mathematical Equations on a Blackboard
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    https://deepdreamgenerator.com/ddream/5c6ylz67nml COPY LINK
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    Chalkboard Math Equations

    • Model: Nano Banana 2 (Pro)

    • Size: 2592 X 1456 (3.77 MP)

    • Used settings:

      • Prompt: $$\wedge\star\left( \mathfrak{X}^\phi(\mathcal{O}) \star \Omega^\chi(\mathcal{C}) \right) \otimes \wedge\star\left( \Omega^\rho(\mathcal{O}) \star \mathfrak{X}^\sigma(\mathcal{C}) \right)$$
      • Using base image: No
      • Aspect Ratio: landscape_wide
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17w
0
16
Celestial Landscape with Cloud Face and Gothic Castle
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    https://deepdreamgenerator.com/ddream/tdvg4daxhna COPY LINK
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    Cosmic Goddess in a Surreal Landscape

    • Model: ChatGPT 2 (Pro)

    • Size: 3812 X 2144 (8.17 MP)

    • Used settings:

      • Prompt: Необозримата невъобразимост на въображаемата свръхкрасивност ! Пасивността не е налична лирична нестатична прозаичност.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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20w
1
30
Glowing Mathematical Equation on Futuristic Panel
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    https://deepdreamgenerator.com/ddream/xmvfcs9zqit COPY LINK
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    Illuminated Complexity of Mathematics

    • Model: (Mode 20)

    • Size: 2880 X 2160 (6.22 MP)

    • Used settings:

      • Prompt: $$\oint_{\Gamma} \left( \nabla^\mu \partial_\mu + \gamma \partial_t \right) \left( \mathbf{T}\mathcal{O}^\nu \wedge^\phi \star \mathcal{O}^\nu \right) d\Omega \wedge \int_{M} \Phi e^{i 2\pi (\mathcal{L}_\chi - \delta)} \star \left( \nabla^\mu \partial_\mu + \gamma \partial_t \right) \left( \mathbf{T}^*\mathcal{C}^\sigma \wedge^\phi \star \mathcal{C}^\sigma \right) d\Sigma$$
      • Using base image: No
      • Aspect Ratio: landscape
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23w
0
23
Complex Mathematical Formula with Integral and Definitions
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    https://deepdreamgenerator.com/ddream/nza7ay0xda7 COPY LINK
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    Mathematical Functions and Variable Definitions

    • Model: ChatGPT 2 (Pro)

    • Size: 3312 X 2496 (8.27 MP)

    • Used settings:

      • Prompt: $$\boldsymbol{\Sigma}_{\sim} = \oint_{\Gamma} \left[ e^{i \sin(\omega \tau \cdot \mathcal{L}_\chi)} \star\left( \nabla^\mu \partial_\mu \mathbf{T}\mathcal{O}^\nu \otimes \partial^\rho \mathbf{T}^*\mathcal{C}^\sigma \right) \otimes e^{-i \sin(\omega \tau \cdot \mathcal{L}_\chi)} \star\left( \partial^\rho \mathbf{T}^*\mathcal{C}^\sigma \otimes \nabla^\mu \mathbf{T}\mathcal{O}^\nu \right) \right] \wedge \star (d\tau \wedge d\Omega_{\phi})$$
      • Using base image: No
      • Aspect Ratio: landscape
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23w
0
5
Futuristic server room with glowing equations and racks
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    https://deepdreamgenerator.com/ddream/za7jmgfm8bu COPY LINK
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    Futuristic Laboratory of Floating Equations

    • Model: Grok

    • Size: 3200 X 2400 (7.68 MP)

    • Used settings:

      • Prompt: $$\boldsymbol{\Sigma}_{\sim} = \oint_{\Gamma} \left[ e^{i \sin(\omega \tau \cdot \mathcal{L}_\chi)} \star\left( \nabla^\mu \partial_\mu \mathbf{T}\mathcal{O}^\nu \otimes \partial^\rho \mathbf{T}^*\mathcal{C}^\sigma \right) \otimes e^{-i \sin(\omega \tau \cdot \mathcal{L}_\chi)} \star\left( \partial^\rho \mathbf{T}^*\mathcal{C}^\sigma \otimes \nabla^\mu \mathbf{T}\mathcal{O}^\nu \right) \right] \wedge \star (d\tau \wedge d\Omega_{\phi})$$
      • Using base image: No
      • Aspect Ratio: landscape
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23w
0
13
Futuristic Robotic Face with Intricate Details and Colors
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    https://deepdreamgenerator.com/ddream/5uttxveeqvm COPY LINK
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    Futuristic Cyborg Face in Vibrant Detail

    • Model: Grok

    • Size: 3783 X 2128 (8.05 MP)

    • Used settings:

      • Prompt: Pure TOPOLOGICAL ANTHROPOMORPHISM, emergent primate-alien visage isosurface born solely from rigorous custom GLSL fractal topology. A symmetrical 3D biomechanical face crystallizing out of volatile mathematical equations, no pareidolia but absolute geometric necessity. Formulated with high-iteration transcendental metrics: power = 11.24788742, loops = 3, tau = (2.0 * pi) * 0.7887, and golden ratio PHI. Hyperbolic space warping driven by custom functions chp(x) = (exp(x)+exp(-x))/pi and shp(x) = (exp(x)-exp(-x))/pi*PHI. Extreme fine micro-detail resolved via pseudo-reflection formula p -= pow(PHI, pi/PHI) * dot(p,z) * z inside the loop. Intricate concentric spirals in the glowing, high-contrast hyper-detailed eyes, sharp metallic nose, and carved jawline blending seamlessly into explosive, symmetrical frozen liquid splashes. Photorealistic raymarching material with complex internal refraction, iridescent rose quartz skin tones, and bright copper-orange bioluminescent organic electrical filaments. Stark contrast against a deep, dark royal blue volumetric studio background. 8k resolution, flawless ray-traced reflections, highly polished glassy and fleshy textures, mathematically perfect balance.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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24w
0
26
3D Render of Virus-Like Geometric Shape with Equations
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    https://deepdreamgenerator.com/ddream/693fn7zgi9k COPY LINK
  • Info

    Undulating Form on Deep Blue Background

    • Model: Z-Image Turbo

    • Size: 1600 X 912 (1.46 MP)

    • Used settings:

      • Prompt: DRAW: Use:  #define chp(x) (exp(x)+exp(-x/(pi/PHI)))/pi float eta = .00108/PHI; p = eta*dot(p,z)-chp(1.-eta*eta*(1.-dot(p,z)*dot(p,z))*z ); p -= PHI*dot(p,z)*z;  A technical 3D visualization of a topological manifold defined by non-Euclidean geometry. The structure exhibits a high-pressure longitudinal crushing along the z-axis, resulting in a thin, flattened hyperbolic shell. The surface is composed of thick refractive glass that evolves into exponentially thinning, sharp crystalline spikes on one side only, following an asymmetrical transcendental expansion ratio. The internal lattice follows recursive Phi-ratio ($1.618$) scaling, creating nested cellular voids. Deep blue gradient background, caustic light refractions, heavy material weight. No text, no symbols, no numbers, no laboratory background, no human elements.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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25w
1
9
Topological Manifold Diagram with Geodesic Sphere
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    https://deepdreamgenerator.com/ddream/xqgdlhxglbu COPY LINK
  • Info

    Futuristic Geometric Sphere with Data Visuals

    • Model: (Mode 20)

    • Size: 3808 X 2160 (8.23 MP)

    • Used settings:

      • Prompt: DRAW: Use:  #define chp(x) (exp(x)+exp(-x/(pi/PHI)))/pi float eta = .00108/PHI; p = eta*dot(p,z)-chp(1.-eta*eta*(1.-dot(p,z)*dot(p,z))*z ); p -= PHI*dot(p,z)*z;  A technical 3D visualization of a topological manifold defined by non-Euclidean geometry. The structure exhibits a high-pressure longitudinal crushing along the z-axis, resulting in a thin, flattened hyperbolic shell. The surface is composed of thick refractive glass that evolves into exponentially thinning, sharp crystalline spikes on one side only, following an asymmetrical transcendental expansion ratio. The internal lattice follows recursive Phi-ratio ($1.618$) scaling, creating nested cellular voids. Deep blue gradient background, caustic light refractions, heavy material weight. No text, no symbols, no numbers, no laboratory background, no human elements.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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25w
0
8
Futuristic Silver-White Honeycomb Structure Close-Up
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    https://deepdreamgenerator.com/ddream/ojmzessjrhk COPY LINK
  • Info

    Futuristic 3D Sea Urchin Abstract Design

    • Model: Grok

    • Size: 3783 X 2128 (8.05 MP)

    • Used settings:

      • Prompt: A technical 3D visualization of a topological manifold defined by non-Euclidean geometry. The structure exhibits a high-pressure longitudinal crushing along the z-axis, resulting in a thin, flattened hyperbolic shell. The surface is composed of thick refractive glass that evolves into exponentially thinning, sharp crystalline spikes on one side only, following an asymmetrical transcendental expansion ratio. The internal lattice follows recursive Phi-ratio ($1.618$) scaling, creating nested cellular voids. Deep blue gradient background, caustic light refractions, heavy material weight. No text, no symbols, no numbers, no laboratory background, no human elements.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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25w
0
6
Digital Rendering of a Colorful Cornucopia Structure
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    https://deepdreamgenerator.com/ddream/zpjpgvq1772 COPY LINK
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    Surrealist 3D Horn of Plenty Design

    • Model: (Mode 20)

    • Size: 3840 X 2160 (8.29 MP)

    • Used settings:

      • Prompt: A Klein-Bottle-like Cornucopia of sorts.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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26w
0
28
Still Life of Cornucopia with Fruit and Workbenches
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    https://deepdreamgenerator.com/ddream/dpcpozhuskf COPY LINK
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    Harvest Abundance in a Rustic Workshop

    • Model: Grok

    • Size: 3783 X 2128 (8.05 MP)

    • Used settings:

      • Prompt: A Klein-Bottle-like Cornucopia of sorts.
      • Using base image: No
      • Aspect Ratio: landscape_wide
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26w
0
14
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Boris Krumov

Member since 2025

Artist statement


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Deep Dream Level

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.