AI wallpapers
AI wallpapers are getting too real.
Por @pompeu.ia
Traduza o prompt para Chines para ter melhores resultados! Translate the prompt to chinese to get better results!
(The source doc puts a blank paragraph between each JSON line. Those empty lines are removed below; the text is otherwise unchanged.)
{
"prompt": "First-person POV shot from the perspective of a man sitting at a gaming desk. The camera is his eyes. A large curved ultrawide monitor fills the frame, displaying a pale-skinned woman with silver-white hair, wearing a crown of thorns, eyes covered by a blindfold, against a backdrop of snowy mountain rocks. On the desk there's a white-pink mechanical keyboard, pink headphones on the left, and a small decorative cube. The room is bathed in deep red ambient light from behind the monitor. Everything is hyperrealistic, with subtle handheld camera micro-shake, the man's right hand resting beside the keyboard, skin with natural skin-tone texture.\n\nThe woman on the screen suddenly turns her head toward the camera. Her lips part slightly, showing a surprised expression, as if she notices the man watching her. The camera flinches slightly backward, simulating the man's startled reaction. A brief pause of mutual shock.\n\nThen the man slowly lifts his right hand from the keyboard, reaching toward the monitor screen. The woman inside the screen hesitantly raises her own hand, mirroring his movement. Their fingertips align on the glass surface. The monitor glass ripples like liquid at the point of contact, emitting a faint cool white glow.\n\nThe woman's expression shifts to wide-eyed wonder—her blindfold cracks and falls away, revealing glowing pale eyes. She grabs his hand. The man pulls back hard.\n\nAs he pulls, her arm crosses the screen boundary—her hand and forearm emerge from the monitor into the real room, transitioning in real time from flat 2D rendering to volumetric 3D geometry. Her skin gains realistic subsurface scattering, the thorn details acquire physical dimension, casting tiny real shadows under the red room lighting. Digital pixel fragments and glass-like shards float around the breach point.\n\nShe leans further out of the screen, shoulders and upper body now in the real world, silver hair falling with real gravity, catching the red ambient light. Her expression is a mix of awe and disbelief, looking around the physical room. The transition zone at the monitor's edge shimmers with a light membrane, half-digital half-real, with subtle glitch artifacts and volumetric rays.\n\nThroughout the entire sequence the camera maintains handheld POV, with natural shake intensifying during the pulling moment. Cinematic shallow depth of field. Red room lighting contrasts with the cool blue-white glow emanating from the screen breach. Hyperrealistic live-action blended with high-end 3D rendering, depicting the character's emergence.",
"negative_prompt": "cartoon, anime style, fully flat 2D throughout, text overlay, watermark, logo, split screen, third-person camera, static tripod shot, blurry, low resolution, extra fingers, deformed hands, uncanny valley smile, overexposed, neon colors replacing red ambient light, background music, BGM, any music",
"duration": 8,
"aspect_ratio": "9:16",
"audio": {
"music": "none",
"sound_effects": [
"Soft clicking of keyboard keys and desk environment white noise",
"Faint electronic hum from the screen as the woman turns her head",
"Chair creak and sharp inhale as the man is startled",
"Glass tapping sound as fingers touch the screen, transitioning into liquid ripple water sounds",
"Crisp snapping and shattering sound as the blindfold cracks",
"Low-frequency energy pulse vibration as she grabs his hand",
"Electronic glitch and glass shattering sounds of the screen boundary tearing during the pull",
"Dimensional distortion sound effect as the arm passes through the screen—deep hum gradually rising in pitch",
"Subtle tinkling and electronic crackling as pixel fragments and glass shards float",
"Deep thud of air displacement as her body enters the real world",
"Soft rustling sound as silver hair falls under real gravity",
"Continuous electronic hum and pulsing from the transition zone light membrane",
"Soft breathing and whispered gasp of wonder as she looks around the room"
]
},
"style_tags": [
"hyperrealistic",
"first-person POV",
"handheld camera",
"cinematic lighting",
"shallow depth of field",
"2D to 3D transition",
"screen breach effect",
"volumetric light",
"red ambient light",
"digital to physical transformation",
"glitch particles",
"subsurface scattering",
"realistic skin rendering",
"no music sound effects only"
],
"camera": {
"type": "POV handheld",
"movement": "Subtle micro-shake, slight flinch backward on surprise, steady while reaching, pull-back motion during the pull",
"depth_of_field": "Shallow depth of field, focus shifts between the screen, the hand, and the emerging character"
},
"lighting": {
"ambient": "Deep red light on the wall behind the monitor",
"screen_glow": "Cool blue-white light from the monitor",
"breach_effect": "Bright white-cyan edge light and volumetric rays at the screen boundary",
"practical": "Green-tinted edge light cast from the monitor light bar on top of the screen"
},
"vfx_notes": {
"screen_ripple": "Liquid membrane deformation on the monitor glass where the hand touches",
"dimensional_shift": "Character geometry transitions from flat screen rendering to fully volumetric 3D as she passes through the screen plane",
"particle_debris": "Floating pixel fragments, tiny glass-like shards, subtle digital glitch artifacts at the screen breach boundary",
"material_transition": "Her skin, hair, and thorn accessories acquire real-world physically-based rendering properties as they enter the room—real shadows, light interaction, hair affected by gravity"
}
}More guides
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