Surreale / Onirico

Esplora prompt video Surreale / Onirico gratuiti dalla libreria di prompt IA di YouMind, raggruppati in stili. Ogni prompt è selezionato da flussi di lavoro creativi reali ed è pronto da copiare, adattare e riutilizzare.

1205 promptHighlight giornalieri
Grok Imagine
Mostra prompt completo

Start from the exact provided oil painting of the elegant elven sorceress with long flowing white hair, pointed ears, ornate deep purple and gold robes, and a swirling blue magical flame hovering above her open palm. In one continuous seamless 15-second sequence with smooth, elegant, flowing movement: She gracefully raises her hand and uses the blue flame like a brush to broadly draw a large tall elliptical portal of swirling blue and violet arcane energy with golden light trails and glowing rings in the air directly in front of her. The portal expands and solidifies into a shimmering magical gateway positioned between her and the viewer. She then steps forward through the glowing threshold, robes and hair flowing naturally. The camera smoothly follows her then performs a slow cinematic dolly pull-back, revealing that she has fully emerged from a large ornate gold-framed oil painting that remains firmly hanging on the wall of a grand classical museum gallery behind her. The painting on the wall now shows only the empty rocky platform and the original painted background — her figure is completely gone from the painting. She stands fully in the real museum space directly in front of the now-empty painting, with marble floors, high ceilings, soft warm lighting, and other artworks nearby. As she fully exits the portal into the museum in front of the empty painting, her appearance gradually and seamlessly transforms from the textured oil-painting brushstroke style and painterly lighting into a cinematic photorealistic version of herself. Only the rendering style changes — the thick brushstrokes dissolve into sharp realistic skin details, individual hair strands, and realistic fabric textures under natural museum lighting. The exact same ornate deep purple and gold robes, identical design, cut, gold embroidery patterns, blue gems, silhouette, and every clothing detail remain completely unchanged. The clothing does not morph, redesign, or alter in any way; it simply becomes photorealistic fabric while keeping every detail of the original painted outfit. Her exact likeness, facial features, hair, body proportions, and elegant posture are also perfectly preserved. The framed painting (now empty of her figure) and the wall stay clearly present and visible in the background behind her throughout the rest of the sequence. Continuous fluid camera and character motion, magical atmosphere, no cuts.

Genera video
Seedance 2.0
Mostra prompt completo

10 seconds, 16:9, photorealistic 3D live-action video. Unsettling and surreal body expression. Setting is a white exhibition room with a slightly wet floor reflecting lights. Reference image [@ magnific_img1-3d-9064-4-ne (2)] for the low-angle perspective and distorted space only. One adult stands in the center; human structure is maintained but joints and posture are impossible. Arms bend upward unnaturally with hands resting on top of the head. 0-2s: Wide shot near the floor, hands move slowly while still. 2-4s: Camera circles as the upper body twists violently while hands remain on head. 4-6s: Sudden high-speed glide/teleportation. 6-8s: Low-angle jump with flailing legs. 8-10s: Deep bow in a surreal pose facing the camera. No music, only ambient sounds of movement and water.

Genera video
Seedance 2.0
Mostra prompt completo

Use image1 as the mandatory character reference. The character's appearance must remain identical to image1 throughout the entire video. Preserve the oversized square wooden box head with the painted face and round black glasses, distressed black-and-white school uniform, black tie, glossy black sleeves and skirt, newspaper-wrapped legs, oversized black shoes, long sharp fingers, worn textures, proportions, silhouette, facial design, and overall horror aesthetic. Do not redesign, simplify, or replace any part of the character. Short ultra-realistic handheld smartphone video filmed inside a large professional gymnastics arena during a live Olympic-style competition. Bright stadium lighting illuminates a horizontal bar positioned at approximately chest-to-head height above a gymnastics floor and landing mats. A large audience fills the stands, reacting naturally throughout the performance. The horror character from image1 stands directly underneath and slightly in front of the horizontal bar with both feet firmly planted on the ground. The character grips the bar firmly with both hands. The performance begins immediately with a realistic Japanese-style backward pullover mount from the ground — 'saka-agari' (backward flip). Starting completely from the ground, the character bends its knees slightly and pulls strongly against the bar. It kicks both legs upward from below the bar while simultaneously pulling its chest toward the bar. The hips rise toward the bar. Using the momentum of the upward leg kick and the pulling force of both arms, the character rotates backward around the horizontal bar. The legs pass upward and over the bar. The hips remain close to the bar during the rotation. The heavy square wooden head naturally lags slightly behind the body's rotation because of its apparent weight, creating a strange but physically convincing secondary motion. The character completes one full backward pullover rotation and arrives successfully in a front support position above the bar, arms extended, torso upright, legs hanging naturally below. The movement must clearly read as: feet on ground → both hands gripping bar → knees bend → legs kick upward → hips approach bar → body rotates backward around the bar → legs pass over the bar → character pushes into stable front support above the bar. Do not begin with the character already on the bar. Do not begin with the character hanging from the bar. Do not perform a giant swing. Do not perform release moves, aerial flips, somersaults, or a dismount. The entire action is focused on performing one surprisingly athletic and technically convincing reverse pullover from the ground. Because of the character's bizarre proportions, the movement looks slightly awkward and unsettling but still follows believable real-world gymnastics physics. The oversized shoes generate visible momentum during the initial kick. The skirt and tie react naturally to gravity and rotation. The newspaper-wrapped legs flex naturally at the hips and knees. The long fingers tighten visibly around the bar. The horizontal bar flexes subtly under the character's weight. After completing the reverse pullover, the character remains completely still in the support position for a moment, staring forward through its round black glasses. The audience pauses in confusion for a fraction of a second, then suddenly erupts into surprised applause and laughter. Filmed entirely from the audience using a handheld smartphone. Natural handheld camera shake, slightly imperfect framing, small accidental camera corrections, brief autofocus hunting when the character begins rotating, subtle motion blur around the legs during the kick, rolling shutter artifacts, slight overexposed stadium highlights, authentic smartphone dynamic range, and realistic video compression. The person filming instinctively tries to keep the character centered as it rotates around the bar. No professional camera, no cinematic camera, no slow motion, no cinematic stylization. Natural stadium colors and documentary style. Audio: natural arena ambience, audience murmuring before the attempt, shoes scraping lightly against the gymnastics floor, hands gripping the metal bar, subtle metal creaking, clothing rustling during the rotation, eerie wooden creaks from the character's box-shaped head, followed by surprised audience reactions and applause. Ultra-realistic horror performance that feels strangely believable, as if a supernatural creature unexpectedly entered a gymnastics competition and casually performed a perfect reverse pullover from the ground.

Genera video
Seedance 2.0
Mostra prompt completo

Task: Dreamina Seedance 2.5 — Omni ReferenceDuration: 30 secondsAspect ratio: 16:9Editorial target: 24fps, F000-F719 [Generation Goal]A high-speed combat battle involving only three characters: @Image1, @Image2, and @Image3. Develop offense and defense over 10 cuts. No weapons; use a combination of rushes, dodges, palm strikes, elbow strikes, kicks, throws, and aerial attacks. Do not fix the expressions of the three characters. Change them to alertness, surprise, irritation, concentration, provocation, exhilaration, and relief in response to the offense and defense. Express specifically through eyes, eyebrows, mouth, gaze, breathing, and head tilt. Return characters to a recognizable form only at moments of stopping, posing, contact, or landing. During high-speed movement, always break down the finished human body and replace it with a small number of liquid brushstrokes, rough watercolor planes, and short afterimages based on each character's color scheme. Do not simply add speed lines or motion blur to a finished figure. The flowing brushstrokes themselves are the character. [Material Roles]@Image1 = Character A. One and the same person. Uses yellow bob hair, cat ears, green eyes, light blue and white clothes, yellow trim, triangular tie decoration, pink backpack, pink boots, light blue tail with a yellow triangular tip as identifying information. @Image2 = Character B. One and the same person. Uses a yellow-green round bob, two leaf-like ears, golden eyes, white puff sleeves, pink bowtie, dark green shorts with suspenders, green boots, a long yellow-green tuft continuing from the back of the head with a round tip as identifying information. @Image3 = Character C. One and the same person. Uses vivid blue long hair and ponytail, two white horns, pointed ears, golden eyes, star-shaped earrings, dark red Japanese-style clothing, black skirt, black belt and back ribbon, black knee-highs, and red geta as identifying information. Do not treat three-view diagrams as clones. Do not swap the faces, hair, costumes, color schemes, ears, horns, tails, back hair, or decorations of the three. However, the expressions in the reference images are not fixed and should change according to the battle situation. Do not use white backgrounds or explanatory text. Do not generate weapons. Do not use the backpack, tail, back hair, horns, or geta as detached weapons. [Environment]A giant festival square based on a white paper surface. A giant vermilion pillar and watercolor stalls on the left, a sequence of vermilion torii gates in the center back, a red lantern shelf on the right, and light blue cubes and firework-like brushstrokes in the sky. Draw the background with translucent watercolors, broken ink lines, pencil composition lines, and wide white margins. Do not enclose the floor, pillars, torii, stalls, or lanterns with closed outlines. The background lines also tremble slightly, changing in density and position, but the amount of variation is weaker than that of the characters. Maintain the background layout in all cuts. Do not include combatants, crowds, or additional characters other than the three. [Unstable Line Rule]Draw the entire video with 'continuously generated lines and watercolors.' Do not clean up each frame from the previous one; redraw each frame as a new rough sketch. Do not create a single outline surrounding the person. Do not enclose the head, shoulders, arms, torso, or legs with continuous lines; always leave 30-60% of the body's outer circumference as white gaps in the paper. Recognize the character's form intermittently through short, broken pencil lines, irregular watercolor boundaries, dry brush marks, eraser marks, and doubled redraw lines. Do not maintain the same line in the same position for more than 3 frames. Lines change in position, thickness, density, length, pressure, and curvature every frame. They break in the middle, split into two, and parts disappear. Do not use a single uniform line width for the whole body. Do not keep line density constant. Irregularly alternate frames with extremely few lines, frames with dense redraw lines, and frames where most of the outer circumference disappears. Do not create a finished outer circumference for the face either. Do not draw both eyes, nose, mouth, jaw, and cheeks clearly at the same time. Leave only the minimum lines to read the expression, such as the outer side of one eye disappearing, the mouth cutting off midway, eyebrows becoming double, or cheek lines melting into watercolor. Do not fit the watercolor accurately inside the lines. Create bleeding, protrusion, white unpainted areas, uneven shading, and misregistration. [Line and Color Delay]Body movement takes the lead, pencil lines follow about 1-2 frames late, and watercolor color planes follow about another 1-2 frames late. Late lines and color planes do not completely overlap the body and remain as short afterimages torn in the direction of movement. Afterimages are not copies of the finished person but brushstrokes and color planes that indicate only the direction of the arms, legs, hair, tail, and costume. Even when stopped, do not return the lines to a clean-up state. The person's face, clothing, and posture become legible, but the gaps in the outer circumference, double lines, watercolor bleeding, and misregistration are maintained. [Mandatory Motion Deformation]Draw only about 60% of the human body for weak actions. Draw only about 30-40% for medium-speed actions. Draw only about 10-20% for high-speed actions. At maximum speed, represent the character with only 3-5 brushstrokes and 2-3 rough color planes. Character A high-speed action = yellow, light blue, white, and pink brushstroke group. Character B high-speed action = yellow-green, dark green, white, and a small amount of pink brushstroke group. Character C high-speed action = blue, dark red, black, and a small amount of golden brushstroke group. During high-speed action, do not connect the head, torso, arms, and legs with a correct human structure. Turn arms into long liquid brushstrokes, kicking legs into extremely elongated color planes, and rotating torsos into crushed arcs, triangles, or twisted watercolor surfaces. Temporarily disconnect limbs during jumps. Compress the torso in the direction of travel during sudden stops. Shift the hips and shoulders in different directions during turns. [Expression Direction]Character A: Starts with alertness, changes to a proud smile upon successful evasion, surprise when an attack is diverted, playful provocation during a melee, strong concentration in the late stages, and finally a satisfied, breathless smile. Character B: Starts with cautious observation, sharp concentration when interrupting, momentary surprise when an attack is dodged, a competitive smile during aerial attacks, a desperate expression in the final stages, and finally a soft, relieved expression. Character C: Starts with calm confidence, smiles slightly after dodging the first attack, furrows eyebrows during a pincer attack, sharp concentration while counterattacking, an exhilarated smile during the three-way melee, and finally a provocative one-sided smile. Do not finish the face during high-speed action. Indicate emotions with a single stroke of the eye, the tilt of an eyebrow, a short line of the mouth, or the direction of head brushstrokes. Make expressions legible only at moments when speed drops. [Cut 1 | 0.0-2.5s | F000-F059 | Triangular Confrontation]Initial state: Fixed wide. Character A is in the left foreground, Character B is in the right foreground, and Character C is in the center back. They form a triangle with each other in sight. Primary event: Show the appearance and positions of the three from F000-F023. A narrows eyes and is wary of C, B looks back and forth between A and C and breathes cautiously. C raises their chin slightly and shows composure with a one-sided smirk. From F024-F041, A lowers their hips, B opens half a step to the side, and C slides their geta to lower their center of gravity. From F042-F059, the three step out simultaneously. End state: The travel directions of the three converge in the center. The expressions and body circumferences are legible, but the lines are not closed and are redrawn every frame. [Cut 2 | 2.5-5.0s | F060-F119 | A vs C First Strike]Initial state: Low angle near the ground. A on the left, C in the center, B in the right back. Primary event: From F060-F075, A breaks down into yellow, light blue, and pink brushstrokes and rushes low from left to right. From F076-F087, A connects a leg sweep to a spinning kick. C breaks down into blue, dark red, and black brushstrokes, rotates, and evades the kick by a hair's breadth. Only just before contact from F088-F095 do A's eyes open wide and C smiles slightly. Do not draw the whole face, show only through fragments of eyes, eyebrows, and mouth. From F096-F119, A passes by C and slides to the right, leaving fragments of a surprised face. End state: A is in the right foreground, C is in the center, B is in the right back. C's composure increases, and A refocuses their expression. [Cut 3 | 5.0-8.0s | F120-F191 | B's Interruption]Initial state: Medium wide horizontal position. C in the center, A on the right, B in the right back. Primary event: From F120-F137, B lowers their eyebrows, breaks down into yellow-green and dark green brushstrokes, and enters from right to left. From F138-F153, B performs a spinning leg sweep passing under both of their feet. From F154-F167, A jumps vertically, and their legs and tail stretch into watercolor bands. The moment the evasion is successful, the corners of A's eyes droop and a smirk forms provocatively. C sinks low, folding their body to dodge B's kick. From F168-F179, B's eyes open wide for a moment, showing surprise at being dodged. From F180-F191, B furrows their eyebrows and concentrates on the next attack while sliding left. End state: B lands on the left, C in the center, and A in the center back. [Cut 4 | 8.0-11.0s | F192-F263 | C's Continuous Counterattack]Initial state: Low diagonal composition. B on the left, C in the center, A in the back. Primary event: From F192-F207, C's smile disappears and eyebrows drop sharply. C breaks down into 3-5 blue, dark red, and black brushstrokes and accelerates rapidly from left to right. From F208-F223, C performs a palm strike on B, an elbow strike on A, and a spinning back kick in one continuous motion. During the attack, C does not return to a finished body. Only a single golden stroke for the eye and a concentrated eyebrow line appear within the brushstroke group. From F224-F239, B evades backwards as a green arc, and A escapes sideways by splitting into short yellow and pink lines. From F240-F251, the arms and legs of the three cross for just a moment. A opens their mouth briefly in surprise, and B grits their teeth. From F252-F263, C passes to the right side and shows an exhilarated one-sided smile. End state: C is on the right, B on the left, A in the center back. All three are standing. [Cut 5 | 11.0-14.5s | F264-F347 | A and B Pincer Attack]Initial state: High diagonal overhead view. C on the right, A in the center back, B on the left. Primary event: From F264-F283, A and B exchange a short look. A shows a confident smile, B shows a focused face with lowered eyebrows. The two run towards C simultaneously; A performs a low flying kick and B performs a spinning kick. From F284-F303, C furrows their eyebrows and changes their body into thin blue, red, and black lines to slip through the gap between the two kicks. From F304-F323, A and B open their eyes wide just before colliding with each other, tuck their legs, and change direction in mid-air. From F324-F347, the three move apart in a circle. C gives a small smile for breaking the pincer attack, A furrows their eyebrows regretfully, and B exhales and gauges the next distance. End state: B on the left, C in the center, A on the right. [Cut 6 | 14.5-18.0s | F348-F431 | Sequence of Grabs and Throws]Initial state: Circling tracking shot. B on the left, C in the center, A on the right. Primary event: From F348-F367, A smiles provocatively and tries to jump onto C's shoulder. C changes to a focused, almost expressionless face, catches A's wrist to change their direction of motion, and throws them low. Make only the contact point briefly legible. From F368-F387, A becomes a group of yellow and pink brushstrokes and falls while rotating. Surprised eyes and an open mouth appear for a moment, then immediately break down into lines. From F388-F407, B throws a heel kick at C while passing in mid-air. B narrows their eyes and shows a competitive smile. From F408-F419, C catches it with their forearm and flows B's leg line outward. C's eyebrows rise slightly, showing surprise at the unexpected strength. From F420-F431, A regains posture just above the floor, clenches their mouth regretfully, and performs a three-point landing. End state: A is in the right foreground, B is in the left foreground, and C is in the center back. [Cut 7 | 18.0-21.5s | F432-F515 | 3D Offense and Defense Using the Background]Initial state: Wide shot showing the left vermilion pillar, center torii, and right lantern shelf simultaneously. Primary event: From F432-F451, B runs to the left pillar. Their expression changes to an exhilarated smile, and they step on the pillar once to bounce off diagonally. From F452-F471, A jumps to the right stall roof, kicks the roof, and reverses to the center. A shakes off the regret and narrows their eyes joyfully. From F472-F491, C anticipates the trajectories of the two and stays out of both attack lines with a low rotation while keeping a sharp gaze. During the high-speed section, the three become brushstroke groups with their own independent color schemes. From F492-F503, only the lanterns and stall cloths shake from the wind pressure. From F504-F515, the three land in the center and open their eyes wide at each other's unexpected movements. Immediately after, all three laugh. End state: The three form a narrow triangle in the central square. Exhilaration for the battle appears in the three. [Cut 8 | 21.5-25.0s | F516-F599 | Six-Beat Close-Quarters Melee]Initial state: Waist-high close-up wide. The whole bodies and feet of the three are visible. Primary event: From F516-F527, A starts from a joyful smile and enters a right roundhouse kick. From F528-F539, C lowers their eyebrows and flows it outward with their forearm. From F540-F551, B clenches their mouth and delivers a low leg sweep. From F552-F563, C opens their eyes in surprise, tucks their knees, and jumps. From F564-F575, A changes to focused eyes and drops a heel from mid-air. From F576-F587, B grits their teeth, pushes A's leg away, and changes the attack direction toward C. From F588-F599, C shows an exhilarated smile and slips behind the two. Replace characters with brushstroke groups for each high-speed action. Recombine only for 1-2 frames for attack blocks and expression changes. End state: A is on the left, B on the right, C in the center back. All three are out of breath, but their fighting spirit has grown stronger. [Cut 9 | 25.0-28.0s | F600-F671 | Simultaneous Three-Way Rush]Initial state: Frontal wide. A on the left, B on the right, C in the center back. Primary event: From F600-F611, the three sink down simultaneously. A removes their smile and looks at the landing point. B furrows their eyebrows strongly and holds their breath. C raises only one side of their mouth, provoking the two. From F612-F635, A (yellow, light blue, pink), B (yellow-green, dark green, white), and C (blue, dark red, black) become minimal brushstroke groups and rush toward the center. Do not show finished faces, hands, torsos, or costumes. From F636-F647, the three brushstroke groups cross in the center. Eyes, eyebrows, and mouths appear briefly as independent short lines, showing the concentration of the three. From F648-F659, opaque watercolors, ink splatters, and dry brush strokes that scrape the paper scatter radially. From F660-F671, the three pass through in the directions they crossed. End state: A, B, and C cross the center and decelerate while facing away from each other. [Cut 10 | 28.0-30.0s | F672-F719 | Recombination and Conclusion]Initial state: Fixed wide. The three are sliding in different directions from the center. Primary event: From F672-F687, brushstrokes shorten and characters return in the order of posture, hair, costume, and watercolor. The body's outer circumference does not close. From F688-F703, A stops on the right, B on the left, and C in the center foreground. A smiles satisfiedly while out of breath. B closes their eyes once, exhales, and smiles softly. C looks at the two over their shoulder and shows a provocative one-sided smile. From F704-F711, the three turn around simultaneously. From F712-F719, they change their expressions back to focused faces and take low combat stances. End state: No conclusion reached. All three can be identified as the same characters from the reference images by their color scheme, hair, and costume. However, line gaps, double lines, watercolor bleeding, and misregistration remain after stopping. [Visual Treatment]Hand-drawn 2D animation on bright white paper. Use ink, pencil, watercolor, dry brush, white unpainted areas, eraser marks, and redraw lines. Do not create a line that goes all the way around the person's outer circumference. Do not enclose the face, hair, clothes, arms, or legs as closed shapes. Lines within the screen change in thickness, density, length, position, pressure, curvature, and gap rate every frame. Do not correct high-speed action body collapse, line gaps, facial omissions, or color plane delays as generation defects. Do not return to smooth vector lines, uniform line width, closed outlines, symmetrical faces, fixed expressions, accurate coloring, 3D-like human interpolation, or processing that only adds effect lines to a finished character. [Audio]High-tempo percussion-based BGM. Character A has light boot sounds, B has soft landing sounds, C has hard geta sounds. Clothing wind noise, short hitting sounds, floor scraping sounds, sounds of kicking pillars and stalls, the sound of lanterns swaying, and breathing. No dialogue. [Maintain Consistency]Only three characters. Do not generate three-view diagrams as clones. Do not swap the color schemes, faces, hair, costumes, ears, horns, tails, back hair, backpacks, or shoes of the three. Do not fix expressions. Change eyes, eyebrows, mouth, gaze, and breathing in response to each attack, dodge, failure, success, surprise, and exhilaration. Do not stabilize lines. Do not make line width constant. Do not maintain the same line in the same position. Do not close the body's outer circumference. Do not fit watercolor accurately inside the lines. Always break down characters during high-speed action. Do not let them run, jump, or attack while maintaining a finished human body. Move the brushstroke groups themselves as the characters. Make them identifiable as the same person at the moment of stopping and contact, but do not return to a clean-up outline. Do not generate weapons. Do not generate additional people, clones, or human-shaped afterimages. Maintain background layout, character movement directions, and triangular positional relationships. Frame numbers are editorial goals; prioritize event order, expression changes, and the end state of each cut. pure video, no subtitles, no dialogue, no watermark.

Genera video
Seedance 2.0
Mostra prompt completo

Use Reference Image 1 for character and scene reference. The protagonist is the young woman in red: short black bob, red windbreaker, white knit top, white wide-leg pants, and white boots. Maintain identity and outfit throughout. Scene: Large night amusement park from Image 1 with carousel, ferris wheel, roller coaster, carnival booths, and warm lights. Dry scene, no water effects. 30s live-action cinematic pseudo-one-take, time pause interactive showcase, no dialogue: 0-4s: 35mm wide-angle shoulder-height shot moves through a crowded amusement park. Roller coasters, flying chairs, and people are in motion. The woman walks toward the camera. She raises her right hand, sound disappears, and time pauses for everyone except her and the camera. The camera continues moving. 4-8s: Side follow shot. A child releases a red balloon which freezes in mid-air. She grabs the string, pulls it down, and walks on. The child and others remain frozen. 8-13s: Camera orbits to front. A bucket of popcorn is overturned in mid-air. She picks one, eats it, and clears a path through the frozen popcorn. Only items she touches move. 13-17s: Carnival booth. A ball is frozen near pins. She adjusts the ball, flicks it, and only the ball resumes motion to hit the pins, which then freeze mid-fall. 17-21s: Close-up on a falling tray. She takes a cup, sips, puts it back in mid-air, and adds a lemon slice. 21-25s: A couple's phone is frozen mid-air during a selfie. she takes it, adjusts the couple's shoulders, steps in for a photo, and the flash fires. She returns the phone to its frozen position. 25-28s: She walks through frozen tickets and cards. The background rides are all frozen. 28-30s: She returns to the child, puts the balloon string back in their hand, and snaps her fingers. Time resumes instantly. Sound returns. Camera retreats as she blends back into the crowd. Physics rules: Protagonist and camera always move; untouched items are absolute still; touched items move and can re-freeze. Rich parallax, realistic textures. No magic effects, no sci-fi particles, no water droplets, no subtitles.

Genera video
Seedance 2.5
Mostra prompt completo

SHOT 1: ECU, 85mm macro push-in / Phone screen reads 7:59:59 as her finger hovers over the alarm; the second flips to 8:00 and the screen glitches for a split second / SFX: alarm pulse, digital tick, subtle glitch. SHOT 2: WS, 24mm handheld whip / She jolts upright in bed, instantly alert, as morning light flickers unnaturally across the room / SFX: mattress bounce, sharp breath, low electrical hum. SHOT 3: MCU, 50mm snap pan / Match cut to her splashing water onto her face; she looks into the mirror and briefly sees herself still asleep in bed behind her / SFX: faucet rush, water slap, heartbeat hit. SHOT 4: Insert, 85mm rack focus / Her toothbrush pauses halfway to her mouth as the bathroom clock suddenly jumps from 8:01 to 7:58 / SFX: bristle scrape, clock click, bass pulse. SHOT 5: Interior fridge POV, 24mm wide / Door bursts open; she reaches for milk, but the carton is suddenly replaced by a small glowing object she doesn't recognize / SFX: fridge hum, bottle clink, mysterious electronic tone. SHOT 6: Insert, 50mm handheld / Smash cut: the glowing object lands on the kitchen counter; she touches it and the entire room freezes mid-motion / SFX: touch ping, room-tone drop, deep whoosh. SHOT 7: MCU, centered 50mm push-in / Everything snaps back; she checks the clock — 8:00 exactly — and realizes she's back at the beginning / SFX: clock beep, heartbeat, sudden silence. SHOT 8: Bird’s-eye, 35mm overhead / Rapid match cuts show three versions of the same morning overlapping: waking, dressing, grabbing keys — each version slightly different / SFX: layered footsteps, fabric whip, key jingle. SHOT 9: MS, 35mm tracking / She suddenly stops mid-run in the hallway as another version of herself rushes past in the opposite direction / SFX: footsteps, jacket rustle, breath. SHOT 10: Insert, 85mm focus pull / Her phone vibrates; a message appears: “DON’T TAKE THE METRO.” She looks up, confused / SFX: notification buzz, distant train rumble. SHOT 11: WS, 24mm lateral tracking / Instead of entering the metro, she turns toward a bright staircase as the station behind her rapidly empties / SFX: footsteps, fluorescent buzz, train brake screech. SHOT 12: MS to CU, 50mm glide / She reaches the rooftop; the city suddenly reveals dozens of identical versions of her moving through different streets below / SFX: wind rush, distant traffic, rising cinematic tone. SHOT 13: ECU, 85mm push-in / Her phone clock hits 8:00:00 again; she looks directly into camera as the entire city freezes / SFX: digital tick, heartbeat stop. SHOT 14: WS, 24mm rapid pull-back / Hard smash cut: her bedroom from above — the bed is empty, the alarm is still ringing, and the phone screen now reads 7:59:59 / SFX: alarm, low rumble. SHOT 15: ECU, 85mm macro / The phone screen glitches; a notification appears: “LOOP 04 — BEGIN.” Smash to black / SFX: digital glitch, single bass hit, silence.

Genera video
Di @BMX
Seedance 2.5
Mostra prompt completo

Create a 10 second cinematic live action video in 16:9, one continuous unbroken shot at night. A quiet roadside parking lot sits beneath a deep navy star filled sky. In the lower left background is a small retro service station or convenience store with cool fluorescent interior light and a thin warm orange roof glow. Dark parked cars, utility poles, overhead wires and tree silhouettes remain stable in the distance. The asphalt is washed with dim amber and reddish streetlight, with natural shadow falloff and faint haze. Two young adults wear simple white oversized T shirts, loose gray trousers and white sneakers. One stands on the asphalt near the lower center of frame. The second person is suspended high above, connected only by one hand, creating a surreal low gravity moment. Keep both identities, clothing, body proportions and hand contact perfectly consistent for the entire shot. Camera is around waist height with a 28 mm full frame lens, slightly tilted upward so the sky dominates. Use restrained handheld micro movement, no obvious pan, no zoom, no artificial stabilization. Preserve realistic perspective, parallax and lens behavior. Exposure favors the night sky while warm light gently models skin, fabric folds and shoes. Use subtle highlight bloom, mild sensor grain, natural motion blur and realistic contrast. Avoid glossy commercial perfection. From 0 to 1.5 seconds, begin with the standing person planted beneath the floating person, arm stretched upward. The floating body is slightly curled, knees bent, torso angled diagonally, hair and shirt moving lightly in the night air. Their joined hands form the visual anchor. From 1.5 to 3 seconds, the floating person glides slowly upward and toward screen right as if carried by a gentle invisible current. The body lengthens from curled to almost horizontal. The standing person raises the shoulder, shifts weight through the hips and pivots one foot to maintain balance. From 3 to 5 seconds, continue the smooth lateral drift. The airborne person becomes nearly horizontal, legs extended behind, toes relaxed, free arm reaching outward. The standing person stays grounded and rotates slightly toward screen right. Their connected arms create a long diagonal line across the frame. From 5 to 7 seconds, let the floating body pass farther into the upper right. Show believable shoulder tension, wrist angle, finger grip, fabric drag and hair movement. The grounded person widens the stance and makes one small natural step, with a faint shoe scrape on asphalt. From 7 to 9 seconds, the airborne person approaches the far upper right edge while staying fully visible. The grounded person leans and follows with another subtle weight shift. Background geometry, stars, poles, wires and parked vehicles remain stable with no warping or flicker. From 9 to 10 seconds, ease the motion into a suspended final pose rather t

Genera video
Grok Imagine
Mostra prompt completo

A breathtaking bioluminescent crystal flower suspended in pitch black deep space. The flower features delicate, translucent X-ray like glass petals with intricate crystalline structures. A warm amber and vivid magenta light radiates from the glowing core, creating realistic internal reflections and subtle light scattering through the transparent petals. Several glass petals gently float around the main flower, giving the composition a sense of weightlessness and motion. A subtle, sparse starfield appears in the distant background, keeping the focus entirely on the flower. Ultra-realistic glass refraction, caustics, volumetric glow, physically accurate reflections, intricate crystalline details, premium Octane render aesthetic, photorealistic materials, dramatic cinematic lighting, deep blacks, high contrast, futuristic sci-fi atmosphere, elegant and minimal composition. 8K resolution, cinematic quality, highly detailed 3D render, darknmode UI background aesthetic, centered composition, no text, no logos, no watermark. Aspect Ratio: 16:9

Genera video
Seedance 2.0
Mostra prompt completo

A 9-panel cinematic storyboard layout, 3 rows x 3 columns grid. Genre: River of Time. Arc: An ancient pharaoh awakens in the modern world, battling shadows of the past to forge a new reality.. Use one cohesive visual treatment throughout, guided by the reference's painterly material and surface detail. Let panel 01 introduce the uploaded reference world, then continue its location, season, color grade, and story through the remaining panels. When the brief includes a recurring character or animal, keep its identity and appearance consistent across the sequence. Do not invent extra bystanders. World card: natural environment only - landscapes, water, sky, plants, wildlife, seasons, and natural light. Keep physical motion plausible and preserve the reference's medium, palette, light, and texture. Lighting: cool moonlight through mist, silver-blue night atmosphere, soft glow. Camera: energetic tracking shot following the subject with readable speed and direction. Mood: energetic forward momentum, active movement, vivid physical action. Tone: energetic, vivid, and forward-moving. ENERGY DIRECTIVE: every panel shows decisive action, speed, force or impact. Use strong verbs, acceleration, readable motion blur and debris; no passive drifting. Panel 01: The camera aggressively zooms into the pharaoh's face, his eyes igniting with golden light as particles of golden dust begin to swirl around him. Frame: bold wide action frame with strong leading lines and immediate momentum. Panel 02: The pharaoh sharply turns his head, his gaze fixed forward through fracturing visions of ancient pyramids and modern metropolises, creating a sense of clashing worlds. Frame: dynamic mid-shot with diagonal energy and visible motion blur. Panel 03: The camera rapidly tracks the pharaoh as he lunges forward, striking at an unseen threat, leaving a trail of golden light, with spectral battle imagery flashing by. Frame: tight impact close-up at the peak of the movement. Panel 04: The camera makes a sharp orbit around the pharaoh, showing him at the center of a raging vortex of sand, gold coins, and fragments of ancient artifacts, symbolizing the chaos of time. Frame: low or high angle chase framing with speed cues in the foreground. Panel 05: The pharaoh punches through a wall of light and shadow, tearing the fabric of reality, his figure instantly moving forward, leaving only shimmering particles behind. Frame: sweeping high-energy reveal of the full arena of action. Panel 06: The camera rapidly zooms into the pharaoh's face, his eyes still glowing, but now reflecting a calm new, unknown world, hinting at the battle's end. Frame: dynamic mid-shot with diagonal energy and visible motion blur. Panel 07: The shadow of a giant, spectral opponent momentarily engulfs the pharaoh, creating tension and hinting the fight is not over

Genera video
Seedance 2.0
Mostra prompt completo

30-second cinematic fantasy short film, multi-shot sequence, continuous visual storytelling. A mysterious young girl walks alone through an ancient forest at midnight, carrying a tiny antique lantern that flickers with an unusual silver light. 0–5 sec: Wide establishing shot. The girl walks through enormous ancient trees covered in glowing blue moss. Moonlight filters through the branches. Her footsteps disturb tiny floating fireflies that rise around her. Slow cinematic tracking shot from behind. 5–10 sec: She discovers a perfectly circular stone pool hidden between the trees. The water is completely still, reflecting the moon. She kneels and gently places her lantern beside the pool. The silver flame suddenly grows brighter. 10–16 sec: Close-up of the water. Ripples spread outward even though there is no wind. The reflection of the moon begins to crack like glass. A deep magical vibration fills the forest. The girl slowly looks upward in disbelief. 16–22 sec: The moon above the forest suddenly transforms into a gigantic glowing silver flower, unfolding petal by petal in the night sky. Thousands of luminous particles rain gently through the trees. The girl’s cloak and hair move naturally in the magical wind. 22–27 sec: From the glowing moon-flower, a majestic translucent white stag slowly descends through the mist and lands silently beside her. Its antlers resemble branches filled with tiny stars. The girl reaches toward it, emotional and amazed. 27–30 sec: The stag touches its nose to her hand. Instantly, every dead tree in the forest blooms with glowing white flowers. Camera rapidly pulls upward into a breathtaking aerial view of the entire enchanted forest illuminated beneath the enormous moon-flower. Visual style: ultra-realistic cinematic fantasy, magical realism, premium Hollywood fantasy cinematography, 35mm anamorphic lens, realistic skin and fabric texture, detailed ancient forest, volumetric moonlight, atmospheric fog, dreamy bokeh, subtle film grain, natural motion, realistic physics, rich environmental detail, dramatic lighting, elegant color contrast between deep blue night and silver magical light. Camera: cinematic tracking shots, slow push-ins, macro detail shots, low-angle reveal, controlled crane movement, final aerial pullback. No static slideshow feeling. Smooth transitions between shots. Audio: quiet nighttime forest ambience, distant wind, subtle magical chimes, soft footsteps, low mystical rumble during the moon transformation, orchestral crescendo during the stag reveal, ending with a gentle emotional musical note. Performance: natural facial expressions, genuine curiosity turning into awe, subtle breathing and blinking, restrained cinematic acting. Ending: mysterious, emotional, visually spectacular — the feeling that the girl has just awakened an ancient magic that has been sleeping for centuries.

Genera video
Seedance 2.5
Mostra prompt completo

Young East Asian woman in modern black streetwear, headphones, white gloves, and teal ballet pointe shoes, photorealistic.\nSHOT 1\nShe stands beside a swimming pool overlooking the city, smiles and says, "Wanna see something crazy?" She jumps into the water and instantly begins descending into a glowing underwater world.\nSHOT 2\nShe swims through a futuristic underwater city filled with glowing buildings, giant manta rays, floating vehicles, and colorful coral. She spins effortlessly through the water while the camera follows.\nSHOT 3\nShe discovers a massive glowing underwater portal, touches it, and suddenly launches upward through the ocean. She bursts back onto the surface at sunset, laughs, and looks directly into the camera.

Genera video
Caricamento di altri prompt

Domande frequenti

Da dove vengono i prompt di YouMind?
YouMind seleziona esempi di prompt IA di alta qualità dalle community di creator e dai flussi di lavoro creativi pubblici. La libreria privilegia i prompt utili da esaminare, riutilizzare e adattare.
Come sono organizzate le categorie dei prompt per video?
I prompt per video sono raggruppati per casi d'uso, stili e soggetti. I casi d'uso riguardano l'obiettivo di produzione, gli stili riguardano il linguaggio del movimento o del rendering e i soggetti descrivono la scena o l'entità principale.
Come vengono assegnati i prompt alle categorie?
YouMind usa l'IA per analizzare ogni prompt video, il suo titolo, i metadati e il risultato generato quando disponibile, poi assegna le categorie più affini. Gli editor possono affinare le categorie man mano che la tassonomia si evolve.
Che cos'è YouMind?
YouMind è uno spazio di lavoro IA che trasforma ricerche, idee e riferimenti creativi in risultati concreti. La libreria di prompt è una parte pubblica di questo flusso di lavoro, pensata per aiutare i creator a imparare più velocemente dagli esempi migliori.