Prompt: Style into a modern scene,: Shall you get a trip to your place for the rest with the kids and wife how's you and your family you treat us to beer you remember me and you and I have a new phone doesn't work on the app I have a new one for you and I have a lot of artifacts and it was a good idea to do it and I have a lot of artifacts and it was a good idea for the same person as the operator and I was so sure they would have been queuing to get the transfer of it to me when you get it from me or you have a new one and it is the
Prompt: Refine existing image, preserve concept, characters, composition and cinematic style. Prioritise clean geometry, realistic anatomy, readable focal points and fewer artifacts. Reduce background clutter by 25%, remove repetitive bottles and most floating papers. Keep only 2–3 papers reacting to the Doom potion. Create clear negative space around the strange customer, woman and four-armed living bottle shopkeeper.
1. **CHARACTERS:** preserve all three main characters. Fix hands, fingers, limbs, faces and object intersections. Shopkeeper = exactly four coherent arms, expressive face inside realistic thick glass, natural liquid/refraction. Customer = strange elongated multi-eyed silhouette, clean separation from background, clearly pointing toward Doom. Woman = elegant mystical clothing, beautiful realistic face, functioning miniature potion jewellery.
2. **SHOPKEEPER:** each arm clearly separated, each hand holding a different distinctive potion. No fused limbs, duplicated fingers or floating hands. Preserve excellent glass-body design.
3. **POTION OF IMMINENT DOOM:** reduce giant vortex 40%. Keep bottle intact. Replace explosion with contained gravitational distortion: nearby paper bends inward, one bottle tilts, droplets curve sideways, tiny glass fragment floats. Subtle, sophisticated, dangerous. Shopkeeper notices; customer points toward it.
4. **LOVE TRANSDUCER:** reduce glowing hearts 50%. Keep pink magical spill but make its effects specific and humorous: mop attracted to bucket, two bottles leaning together, tiny cleaner struggling to separate objects. No excessive heart trails or visual noise.
5. **CLEANING CREATURES:** keep only a few. Each has a clear job: sweeping glass, neutralising Love Transducer, containing Doom. Correct anatomy, tools and intersections. Make them believable tiny magical workers.
6. **NAMED POTIONS:** keep clear readable labels: LIGHTNING IN A BOTTLE, POTION OF GREAT IDEAS, POTION OF IMMINENT DOOM, POTION OF TRANSFIGURATION, POTION OF POTIONS. Make contents visually communicate each name. Great Ideas = miniature inventions/diagrams. Transfiguration = tiny creature visibly changing form. Potion of Potions = bottles recursively inside bottles. Reduce unnecessary background text.
7. **SUNRISE + GATE:** preserve Sunrise in a Bottle as the dominant warm light source. Realistic miniature sun, landscape, glass and golden illumination. Preserve The Gate as a clear physical ornate doorway to an impossible landscape; simplify surroundings and keep portal unobstructed.
8. **ENVIRONMENT:** preserve living root/coral-like shelves but make them intentional and structurally coherent. Add subtle stains, scratches, repairs and old magical damage. Avoid tangled random branches.
9. **LIGHTING:** strong warm Sunrise light, restrained cyan/violet/green/magenta secondary potion light. Not every bottle equally bright. Darker background areas for depth and focal separation. Physically consistent shadows, reflections, refraction and coloured light.
10. **FINAL ARTIFACT CLEANUP:** remove extra fingers, duplicated limbs, malformed bottles, fused objects, floating objects, broken labels, impossible shadows, distorted faces and objects passing through other objects.
Prompt: The attached image is for reference, take note, this what you must produce, a extremely convincing edible town. That means known food texture must be observable.
**The Great British Edible Town**
Create a cinematic, ultra-photorealistic image of an English market town from an alternate universe where humanity evolved using edible materials instead of stone, brick, wood, steel or glass.
**Rule 1 (Most Important):** Every visible object is **95% edible construction and only 5% recognisable as its original object.** Nothing has food attached to it. Food completely replaces the original engineering.
The viewer should immediately think:
**"Everything here is genuinely built from food."**
NOT
**"Someone has decorated a normal village with cakes."**
---
### Architecture
Every wall is stacked artisan sourdough blocks bonded with butter.
Every roof is individually tiled using baked puff pastry.
Windows are cast from perfectly clear sugar glass.
Doors are carved gingerbread.
Timber beams are giant breadsticks.
Chimneys are stacked toasted crumpets.
Drainpipes are rolled wafers.
Gutters are twisted liquorice.
Every joint, hinge, frame and support is edible.
No brick should remain visible.
---
### Roads
The road is poured molten rocky-road chocolate.
Marshmallows replace gravel.
Biscuits replace aggregate.
Road markings are piped vanilla icing.
Kerbs are chocolate bars.
Pavements are digestive biscuits.
Every crack reveals caramel underneath.
---
### Trees
Tree trunks are enormous crusty baguettes.
Branches are breadsticks.
Leaves are broccoli florets.
Sap is dripping golden honey.
Roots resemble braided bread.
---
### Street Furniture
Traffic lights are entirely edible.
The housing is dark chocolate.
The poles are liquorice.
The lights are glowing jam, marmalade and mint jelly.
Benches are giant chocolate bars.
Lamp posts are twisted breadsticks.
Post boxes are fruit cakes.
---
### Vehicles
Cars are engineered from flaky pastry, chocolate and bread.
Tyres are liquorice.
Hubcaps are biscuits.
Headlights are boiled sweets.
Windows are sugar glass.
Nothing resembles painted metal.
---
### Atmosphere
Clouds are whipped cream.
It rains warm butter.
Steam smells of cinnamon.
Tiny birds peck crumbs from rooftops.
Everything feels warm and freshly baked.
---
### Composition
Wide establishing shot.
Every square metre should contain edible detail.
No empty ordinary surfaces.
Every texture should reveal crumbs, icing, butter, pastry layers or baked crust.
The viewer should continually discover new edible engineering.
---
### Negative Instructions
Do **NOT** create ordinary houses with food decorations.
Do **NOT** use bricks, concrete, timber, steel, slate, asphalt or glass.
Do **NOT** place oversized cakes beside buildings.
Replace every material completely.
Every object should appear purpose-built from edible materials.
The image should resemble an entire civilisation whose engineers, architects and builders have perfected food-based construction over hundreds of years.
Prompt: Create an image with a sumptuous, old-master sensibility: figures arranged with deliberate pictorial cadence, an almost liturgical sense of ceremony, and a richly stratified environment where every object carries symbolic weight. Favour patinated metals, embroidered fabrics, restrained ornament, weathered stone, botanical detail and atmospheric distance. Let colour, posture, expression, costume and objects quietly distinguish each figure rather than relying on obvious labels. Build the scene with stately symmetry but allow subtle asymmetry to keep it believable. Use soft chiaroscuro, pearlescent daylight, muted mineral tones, nuanced skin, convincing material textures and a slightly mellifluous, dreamlike atmosphere. The result should feel like a rediscovered allegorical painting from an unfamiliar civilisation: sumptuous without gaudiness, intricate without clutter, mysterious without obscurity, and visually coherent enough that the symbolism reveals itself gradually.
Prompt: You are a masterful competition winning and your theme is flying whale through the clouds with a city below and school of fish. You have chosen to go a neon city and coral bioluminescence route. You have stain glass school of fish and your whale is blowing snow out the blow hole. There is a zeppelin with fish shadows on the light it illuminates. The neon city shines spot lights on the whale. You notice and take note of little tweaks that must be made to improve the lightening and effects. Add a moon, some clouds, have the whale blow real snow and adjust coral so the shapes are preserved but style is neon.
Prompt: EDIT_MODE=LOCAL, SOURCE_IMAGE=LOCK, PRESERVE=MAXIMUM. Keep the entire composition, woman, sleeping cat, hot chocolate, window, rain, windmill, hanging bulbs, blankets, architecture, colours, and camera perspective unchanged. ONLY refine the lighting.
Create a natural, soft **localized pool of warm light around the woman reading**, gently illuminating her face, hands, sweater, and open book so she becomes an inviting secondary focal point without becoming overly bright. Add a subtle warm reflected glow around the **sleeping cat**, softly catching its fur and face while preserving its peaceful, sleeping appearance. Strengthen the warm illumination on the **hot chocolate mug**, making the steam, marshmallows, rim, and ceramic surface clearly visible and inviting, with a gentle amber reflection from the nearby candle/light.
The three areas — **woman + cat + hot chocolate** — should feel connected by one believable warm interior lighting environment, while the rainy window and windmill remain slightly cooler and darker in contrast. Preserve realistic falloff, soft shadows, natural skin/fur/ceramic reflections, and cinematic low-light exposure.
Do NOT increase overall brightness. Do NOT add new objects, lights, people, text, signs, or decorative elements. Do NOT alter the composition. Avoid excessive bloom, neon effects, overexposure, HDR, or artificial glowing outlines.
PRIORITY: REALISM > LIGHTING BALANCE > COSINESS > SUBJECT SEPARATION > DETAIL.
Prompt: Analyse, edit and refine the image.
PHOTOREALISTIC CINEMATIC LANDSCAPE — THE GIANT IS SLEEPING
EDIT_MODE=LOCAL
SOURCE_IMAGE=LOCK
PRESERVE=MAXIMUM
OBJECTIVE:
Refine the existing image without changing its core composition or concept.
Increase photorealism, theme clarity, subtle discovery, emotional warmth and visual storytelling.
Make the landscape feel like a real ancient environment built around a sleeping giant.
====
GLOBAL_LOCK
====
PRESERVE:
giant
giantess face/body
giant feet
volcanic hot-spring lake
baby giant
wooden bridge between toes
forests
rivers
waterfalls
mountains
roads
villages
existing scale
camera
lens
perspective
lighting
colour palette
atmosphere
primary composition
DO NOT:
add new giants
add new major creatures
add new biomes
recompose
change camera
change perspective
remove the giant
remove baby
remove bridge
regenerate unaffected regions
PRIORITY:
REALISM > CLARITY > DISCOVERY > DETAIL
=====
CASTLE_REDUCTION
=====
REDUCE castle density by approximately 50–60%.
KEEP:
one major castle complex on the left
one or two distant castle structures in the background
small scattered village buildings
REMOVE or visually suppress:
repetitive towers
duplicate castles
excessive identical rooftops
symmetrical fantasy architecture
Human settlements should feel organically developed over centuries.
ARCHITECTURE:
weathered stone
irregular construction
aged masonry
moss
vegetation reclaiming walls
varied tower shapes
subtle roof wear
natural settlement distribution
Castles support the landscape story.
They must NOT compete with the giant.
=====
GIANT_INTEGRATION
=====
GIANT_VISIBILITY:
68% landscape
32% giant
The giant must appear to be part of the mountain rather than a giant statue.
TRANSITION:
skin → weathered stone → moss → grass → forest → geological terrain
Avoid abrupt transitions.
BODY:
rounded geological forms
soft contours
weathered surfaces
natural erosion
moss and vegetation following terrain
forest growing naturally across portions of the body
No superhero anatomy.
No exaggerated musculature.
No obvious stone statue appearance.
====
FACE_REFINEMENT
====
Reduce facial visibility by approximately 20–30%.
The giant's face must be DISCOVERED rather than immediately presented.
Preserve:
closed eyes
peaceful sleeping expression
recognisable facial structure
Increase:
forest coverage
moss
rock overlap
atmospheric haze
natural shadow
Allow only subtle contours of:
eyelids
nose
cheek
mouth
The face should initially resemble an unusual mountain formation.
TARGET:
"Is that a face in the mountain?"
NOT:
"That is obviously a giant face."
===
SLEEPING_AND_BREATHING
=====
Make SLEEPING the central hidden visual story.
The giant is completely relaxed.
Create subtle visual evidence of slow breathing:
warm mist emerging naturally around nose and mouth
mist gently expanding through the valley
cloud movement subtly aligned with exhalation
slight atmospheric movement through nearby vegetation
water surfaces showing extremely subtle directional disturbance
small waterfalls and streams following the body's contours
The effect must remain physically believable.
NO magical aura.
NO glowing breath.
NO obvious supernatural effects
Prompt: PHOTOREALISTIC CINEMATIC LANDSCAPE — VISUAL ILLUSION
THEME: THE GIANT IS SLEEPING
Create a vast peaceful natural landscape that initially reads as an ordinary beautiful valley, but gradually reveals that the entire landscape is the body of an enormous sleeping giantess.
GIANT:
Ancient colossal benevolent giantess, completely asleep, peaceful expression. Her scale is so immense that her body has become terrain. Do NOT present her as an obvious humanoid figure. Her anatomy must merge naturally into the landscape.
TERRAIN:
Her shoulders = enormous rounded hills.
Her body = valley-scale terrain.
Her long hair = dense ancient forest.
Her arm = distant ridge.
Her face = partially concealed beneath forest, moss and atmospheric haze.
One enormous closed eye is barely visible through the vegetation.
Her facial contours must remain subtle and believable.
VILLAGE:
Tiny rural village in foreground/midground.
Small houses, roads, fields and scattered people.
Human structures unknowingly occupy the sleeping giantess's body.
Maintain extreme but believable scale contrast.
BREATH:
Her slow breathing subtly raises and lowers the surrounding terrain.
Warm breath creates thin morning mist around her nose and mouth.
Clouds drift naturally from the exhalation.
Breathing must be subtle, atmospheric and physically convincing, not magical.
HUMOUR:
Include one tiny farmer calmly tending crops planted along the curved contour of an enormous rib.
The farmer is completely unaware that the ground is part of a sleeping giant.
Humour remains understated and discovered naturally.
VISUAL REVEAL:
FIRST IMPRESSION = beautiful natural landscape.
SECOND IMPRESSION = strange terrain.
THIRD IMPRESSION = recognition that the landscape is a sleeping giant.
The giant should reward prolonged observation.
COMPOSITION:
Strong foreground village.
Expansive midground valley.
Enormous layered hills and forest beyond.
Hidden facial features integrated into the landscape.
Clear visual hierarchy:
1. landscape
2. village
3. hidden giant
4. tiny humorous detail
STYLE:
Ultra-photorealistic large-format landscape photography.
Cinematic dawn light.
Natural atmospheric perspective.
Realistic vegetation.
Physically believable terrain.
Natural shadows and reflections.
Accurate scale, depth and occlusion.
Detailed weathering and organic surface variation.
Restrained natural colour palette.
High dynamic range.
Subtle volumetric mist.
Museum-quality environmental photography.
REALISM:
Preserve continuous terrain geometry.
Correct perspective and scale relationships.
Natural vegetation distribution.
Believable architecture.
Consistent lighting and shadows.
No floating objects.
No impossible intersections.
No visible seams between giant and landscape.
No obvious CGI.
No fantasy illustration aesthetic.
No cartoon styling.
No excessive detail or visual clutter.
No unnecessary objects.
FINAL GOAL:
A breathtaking landscape that secretly contains a sleeping giantess. The viewer should initially see a landscape, then slowly realise: the hills are shoulders, the forest is hair, the valley is her body, the mist is her breath, and the entire landscape is alive.
Prompt: Glass tetrahedron centerpiece, surrounded by black gold shards, sun and moon reflections, glowing gems in intricate spiral pattern, sapphire and ruby double helix, crystal formations at edges, detailed and sharp focus, rich color palette of blues, reds, and golds, mystical lighting resembling a blend of sunset and moonlight, fantasy realism style, high-resolution digital art, Artstation.
Prompt: A chasm of red velvet balloons emptying glass tombs outside of the orange heart. The blue fold lines curve across the spirit cylinder and fade into a solid bloom curving into a yellow mist.
Prompt: Feeding grass trails across jagged mountain intricacies woven through trees of fabric drawn from a universal nature artist who is an amalgamation of sculptures of daring stone calamity. A period of calm flower petals litters as swirls through the lower sects of the painting.
Prompt: This painting likely depicts a dark, gothic castle with towering walls and spires. The castle is cast in shadow, giving it an ominous and foreboding appearance. The scene is peopled with a variety of ghostly figures, including ectomorphs, Wisps, ghouls, and ghost skeletons. These creatures are depicted as swirling and floating around the castle, adding to the eerie and supernatural atmosphere of the painting. The details of the painting would be likely to be dark and brooding, with a sense of mystery and danger present throughout.
Prompt: People passing a spotty dog in a bustling street. The street is futuristic set in 2050 and the people are wearing stripes. A blimp can be seen in the distance.
Prompt: Religious warrior statues in battle poses. Beautiful stone mixed with marble, the eyes are filled with sapphire and lapis lazuli. The swords are gold decorated with crystal feather hilts.
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.