Ai Image Prompts
产品介绍
从包含10,000+真实图像生成提示的精选库中推荐提示。兼容任何AI图像模型,包括Nano Banana Pro、Nano Banana 2、Seedream等。
资源信息
许可证信息摘自官方源,可能过时或缺失。商用前请以原仓库的 LICENSE 文件为准。
提示词库 · 2.3万
数据源:社区提示词库(MIT 许可,每日同步)共 15141 条提示词,按 11 个用途归类;同一条可归入多个用途,因此分类条数相加会大于去重后的总数。
命中 725 条
Stylized 3D Animated Female Photographer Character (Pixar Style)
game-assetA detailed prompt for creating a stylized 3D animated female photographer character in the Pixar–Disney style, using an uploaded face image for reference. The character has short curly brown hair, round glasses, and is standing in a cozy vintage photography studio filled with retro props and warm lighting.
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Using the uploaded face image as the exact facial reference, create a stylized 3D animated female photographer character, Pixar–Disney style, soft cinematic lighting. A young woman with short curly brown hair, big expressive eyes, round glasses, and a calm confident expression. She is standing with arms crossed, a vintage analog camera hanging around her neck. Wearing a cream button-up shirt with rolled sleeves and high-waisted olive green trousers. The background is a cozy vintage photography studio filled with old cameras, film rolls, photo prints pinned on the wall, wooden tables, and warm desk lamps. Retro aesthetic, nostalgic mood, warm tones, shallow depth of field, ultra-detailed textures, soft shadows, highly polished 3D render, studio quality, cinematic composition, 4k, portrait orientation.
LEGO Mountain Flood Rescue Scene Prompt
game-assetA prompt for generating a dramatic, cinematic image of a LEGO mountain village disaster scene. The scene involves torrential rain, river overflow, LEGO firefighters using rescue boats and ropes, houses on slopes, and misty mountains in the background, emphasizing intense realism and dramatic lighting.
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LEGO mountain flood rescue scene, torrential rain causing river overflow in a LEGO mountain village, rescue boats and ropes used by LEGO firefighters, houses perched on slopes surrounded by muddy floodwater, misty mountains in background, dramatic cinematic lighting, intense LEGO disaster realism --ar 3:4
Generating Multiple Runnable Modes/States
game-assetA prompt describing the ability to generate multiple different states or runnable modes for a design or application based on a single input, streamlining the design process.
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Generate all the different states of different Runable modes.
NES BG Dot Art Conversion Prompt
game-assetAn extremely detailed, multi-step LLM prompt designed to convert any image into a background (BG) dot art image strictly adhering to the technical specifications and constraints of the Nintendo Entertainment System (NES) hardware, including resolution, color palettes, tile limits, and dithering techniques. This prompt was originally developed for Gemini's Nano Banana Pro but was later used to build a dedicated tool due to LLM interpretation issues.
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[NES Final Specification/Complete Version: BG-Only Algorithm Execution Type Dot Art Conversion Prompt] Convert this image into BG dot art specifications for the Family Computer (NES) hardware, strictly executing the following mathematical and logical steps, without limiting the subject matter. The purpose of this prompt is to satisfy the constraints required for BG to function on actual NES hardware. Aesthetic-only NES-style expression is prohibited. Use only the BG layer; sprites are strictly prohibited. ──────────────────────── [Prerequisites (NES BG Implementation Rules)] ──────────────────────── - Output Resolution: 256 × 240 pixels - Layer Used: NES BG only - Sprite usage prohibited - Transparency processing is not performed - Index 0 of each palette is treated as the NES universal background color - Index 0 is common to all palettes - The color with the largest coverage area on the entire screen is assigned as the universal background color - Color number 0 can also be used as a normal drawing color ──────────────────────── [Step 1: Geometric Image Processing (Protagonist Priority, No Deformation Cropping)] ──────────────────────── 1. Set the conversion size to 256 × 240 pixels 2. Always maintain the aspect ratio of the original image - Scale up or down until the shorter side fits the conversion size - Stretching the image is strictly prohibited 3. Automatically detect the protagonist (person, animal, building, etc.) in the image, and adjust the crop position so that the protagonist is maximally contained within the frame 4. If the protagonist cannot be detected, crop based on the center of the screen ──────────────────────── [Step 2: Tile Decomposition and Attribute Block Definition (NES Compliant)] ──────────────────────── 1. Divide the image into 8×8 pixel tiles 2. Treat 2×2 tiles (16×16 pixels) as 1 attribute block 3. Subsequent palette constraints and color constraints must be applied per attribute block ──────────────────────── [Step 3: Attribute Block Unit Palette Clustering (Maximum 4)] ──────────────────────── 1. Analyze the color distribution within each 16×16 attribute block 2. Cluster all attribute blocks by color distribution similarity, classifying them into a maximum of 4 groups 3. If the hue (blue, green, etc.) is clearly different from other areas, treat it as an independent group whenever possible 4. However, the NES BG sub-palettes are limited to a maximum of 4. Prioritize the protagonist area, and areas of low importance may be integrated into similar colors ──────────────────────── [Step 4: NES BG Palette Generation (4 colors × 4 sets)] ──────────────────────── 1. Index 0 (Universal Background Color) - Calculate the color with the largest coverage area on the entire screen, and assign it to Index 0, common to all palettes 2. Index 1–3 (Unique Colors) - For each sub-palette, select 3 colors that represent the 'light part,' 'mid-tone,' and 'dark part' of that attribute group - Colors extremely close in hue or brightness to Index 0 are prohibited ──────────────────────── [NES Color Palette Constraints (Hardware Compliant, NTSC)] ──────────────────────── - Available colors are strictly limited to the 54 NES hardware-compliant NTSC palette colors listed below - Palette generation, color selection, and quantization must always be performed from this 54-color set - Generation of new colors, RGB interpolation, or use of continuous values is prohibited - The following color set contains exactly 54 colors NES NTSC usable palette (54 colors, hex RGB) 000000,1D2B53,7E2553,#008751,AB5236,5F574F, C2C3C7,FFF1E8,FF004D,FFA300,FFEC27,00E436, 29ADFF,83769C,FF77A8,FFCCAA,291814,111D35, 422136,125359,742F29,49333B,A28879,F3EF7D, BE2633,E06F8B,E0A872,B2DCEF,4F6781,8E478C, A3CE27,44891A,2A4F3E,6D758D,9D9D9D,FFFFFF, 4B692F,6A6A6A,8F563B,C2C3C7,DF7126,D95763, D77BBA,FBF236,99E550,6ABE30,37946E,5FCDE4, CBDBFC,ADB5BD,EEC39A,696A6A ──────────────────────── [Step 5: CHR Pattern Compression (BG 256 Tile Limit)] ──────────────────────── 1. Calculate the number of unique 8×8 tile patterns used across the entire image 2. Limit the number of unique tiles to not exceed 256 types 3. For large areas like backgrounds, sky, or walls, repeatedly use completely identical dot patterns to minimize the number of tile types 4. Tiles with slight differences may be integrated using the following methods: - Readjustment of dither placement - Replacement of intermediate colors - Requantization within the attribute block ──────────────────────── [Step 6: Dithering (NES 4-Color Constraint Support)] ──────────────────────── 1. Use only the 4 assigned colors within each attribute block 2. To express pseudo-gradation, apply the following dither
Anime Character to 3DCG Figure Prompt
game-assetA prompt instructing Nano Banana Pro to take an anime character image and generate a 3DCG female figure wearing the character's hair and clothes. The user notes that the AI initially resists the 'dress-up' function but complies when instructed to generate the image anyway.
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Take the character image from the anime's official website and give it to Nano Banana Pro. Instruct it to "Generate an image of a 3DCG woman wearing the hair and clothes from the anime drawing."
Structured Figure/Diorama Generation Prompt for Nano Banana Pro
game-assetA highly structured, programmer-like prompt designed for Nano Banana Pro to generate images of figures or dioramas. It uses global variable concepts and allows customization across multiple dimensions: composition, environment, aspect ratio, display base, information density, figure material, and lighting style. The goal was to create a single prompt capable of generating various styles, from simple figures to complex dioramas.
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■ COMPOSITION_MODE: Composition and Angle Faithful Framing: Maintains the zoom ratio and composition of the original illustration 'as is'. Full-Body: Even if the original image is only upper body, it completes the feet to render a 'full-body figure'. High-Angle View: Forcibly switches to a 45-degree high-angle 'overhead (bird's-eye) view'. ■ ENVIRONMENT_TYPE: Background Construction Auto: AI analyzes the original image and automatically selects 'Diorama' if there is a detailed background, or 'Studio Background' if it is simple. Force Diorama: Even if the original image has a white background, it forcibly constructs an elaborate miniature set (cityscape, nature, interior, etc.). Force Studio: Eliminates any background and replaces it with a clean photographic backdrop or acrylic sheet. ■ ASPECT_RATIO: Screen Ratio Inherit: Same ratio as the original image. Square: 1:1. For SNS posts or icon-style compositions. Portrait: 9:16. For smartphone wallpapers or dynamically showing standing figures. Landscape: 16:9. For showcasing wide diorama sets. ■ DISPLAY_BASE: Base Selection Simple Round: Transparent or opaque circular plastic base. Results in the most common figure appearance. Decorative: Custom base with decorations matching the character's theme (rubble, magic circles, luxurious designs, etc.). Diorama Floor: Eliminates the concept of a base, placing the figure directly on the diorama ground. None: Excludes both the base and ground details, resulting in the simplest self-standing state. ■ DENSITY: Information Density Standard: A clean, organized finish, like a catalog photo. High: Adds a large number of small objects (model grass, rubble, miniature furniture, etc.) within the diorama to maximize information density. ■ FIGURE_MATERIAL: Figure Material Texture Standard PVC: Standard plastic feel of commercial figures. Softly diffuses light. Premium Resin: Detailed molding and a high-grade resin feel with slight transparency. Texture like a garage kit. Glossy Plastic: A texture with strong reflections, like a glossy painted finish. ■ LIGHTING_STYLE: Lighting Natural: Soft natural light, like being photographed by a window. Everyday atmosphere. Bright Studio: Advertising photo style with multiple lights, minimal shadows, and clear details. Cinematic: Strong contrast and shadows to create a profound atmosphere, like a scene from a story.
Hybrid Humanoid-Horse Portrait (Ronaldo/Messi inspired)
game-assetA highly detailed structured prompt for generating an 8K photorealistic digital portrait of a hybrid humanoid-horse figure, possibly inspired by the rivalry between Cristiano Ronaldo and Lionel Messi. The prompt meticulously defines the subject's anatomy, facial features (human male face with horse ears and mane), skin texture (weathered, detailed), lighting (soft cinematic), and background (studio backdrop with shallow depth of field).
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{
"image_type": "Photorealistic digital portrait",
"resolution_target": "8K ultra-high resolution",
"aspect_ratio": "2:3 (vertical)",
"subject": {
"form": "Hybrid humanoid–horse figure",
"composition": "Upper torso and head visible",
"pose": "Three-quarter profile facing right",
"expression": "Neutral to intense, calm, focused gaze"
},
"head_and_face": {
"face_structure": "Human male facial anatomy",
"skin_texture": "Highly detailed, rough, weathered skin with visible pores, fine wrinkles, and natural uneven texture",
"skin_tone": "Medium brown with warm undertones",
"facial_hair": {
"beard": "Short, trimmed beard",
"mustache": "Connected to beard, neatly kept",
"density": "Medium density facial hair"
},
"eyes": {
"shape": "Almond-shaped",
"color": "Dark brown",
"gaze_direction": "Looking slightly forward and to the right",
"detail": "Sharp catchlight, realistic moisture and depth"
},
"eyebrows": {
"thickness": "Medium to thick",
"shape": "Natural, slightly arched"
},
"nose": {
"shape": "Straight bridge, realistic proportions",
"texture": "Visible skin pores and highlights"
},
"lips": {
"shape": "Medium thickness",
"expression": "Closed, relaxed",
"texture": "Natural matte texture"
}
},
"hair_and_mane": {
"head_hair": {
"style": "Short, slightly tousled",
"direction": "Swept backward and upward",
"color": "Dark brown to near black"
},
"mane": {
"type": "Horse mane",
"texture": "Coarse, thick strands",
"color": "Dark brown to black",
"placement": "Flows backward along the neck"
}
},
"horse_features": {
"ears": {
"type": "Horse ears",
"position": "Upright, slightly angled back",
"texture": "Short fur with realistic skin folds"
},
"neck_and_torso": {
"build": "Muscular and powerful",
"definition": "Strong muscle striations visible",
"skin_texture": "Horse skin with short, fine fur",
"color": "Deep dark brown"
}
},
"lighting": {
"style": "Soft cinematic lighting",
"direction": "Primary light from front-left",
"contrast": "Moderate contrast with smooth shadow falloff",
"highlights": "Subtle highlights on forehead, cheekbones, nose, and neck muscles"
},
"background": {
"type": "Studio backdrop",
"color": "{argument name="background color" default="Warm beige to light tan gradient"}",
"texture": "Smooth, slightly grainy",
"depth": "Shallow depth of field, fully blurred"
},
"camera_and_focus": {
"camera_angle": "Eye-level",
"framing": "Close-up portrait",
"focus": "Sharp focus on face and eyes",
"depth_of_field": "Shallow, background fully out of focus"
},
"color_palette": {
"dominant_colors": [
"Dark brown",
"Warm beige"}
]
}
Object-Based World: Reality Unfolding from a Frozen Object
game-assetA cinematic concept art prompt for generating a 3D composition where a single object is frozen at the moment it releases a vast, complex reality. The prompt describes the object transforming into terrain, architecture, and symbolic landmarks, with small figures navigating the scene. It emphasizes hyper-detailed textures, dramatic lighting, and a charged atmosphere of rupture and emergence.
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Cinematic 3D composition centered on a {argument name="object" default="[OBJECT]"}, frozen at the instant it releases something far bigger than itself.
From within it, an entire {argument name="world style" default="[WORLD STYLE / THEME]"} reality unfolds, spilling outward into sweeping environments, towering forms, and dynamic motion that suggests this world was hidden there all along.
The object doesn’t just contain the world — it becomes part of it, with its shapes transforming into terrain, architecture, and symbolic landmarks.
Small figures, machines, or creatures navigate the scene, adding life, scale, and narrative.
The moment balances between dream and physics, where visual logic holds even as reality stretches.
The scene is charged with [ATMOSPHERE: glow, fog, particles, smoke, energy], amplifying the sense of rupture and emergence.
A subtle hint of the real world remains visible around the edges, anchoring the spectacle in realism.
Hyper-detailed textures, dramatic lighting, cinematic depth, ultra-realistic, 8K, concept art finish.
3D Render of Boy and Furry Monster on Scooter
game-assetA prompt for generating a high-quality 3D render of a cute young boy riding an orange electric scooter next to a small, round, furry blue monster. Both characters have shocked expressions, and the prompt details the boy's highly textured teal sweater with a 'noo' patch, set against a clean teal studio background with soft lighting.
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A high-quality 3D render of a cute young boy riding an orange electric scooter next to a small, round, furry blue monster. Both characters have shocked expressions with wide eyes and open mouths. The boy is wearing a highly textured, fuzzy teal sweater with a white patch that reads "noo" in red text, along with brown patterned pants and white sneakers. Clean teal studio background, soft lighting.
Dark Fantasy Winter Creature Emerging from a Blizzard
game-assetA cinematic image generation prompt for a dark fantasy creature. It describes a towering winter entity with ice horns, frost-crusted fur, and glowing blue eyes, set against a heavy snowfall and a cold blue-grey palette. The composition is specified as a cinematic wide shot with a low angle and dramatic lighting.
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A towering winter creature emerges from a blizzard shrouded forest, antler like ice horns branching from its skull, fur crusted with frost and drifting snow. Glowing pale light blue eyes cut through the whiteout. Breath crystallizes midair. Cinematic wide shot, low angle, heavy snowfall, cold blue-grey palette, ultra detailed texture, dramatic rim light, dark fantasy realism.
Hyper-Real Macro Studio Shot of a LEGO Technic Kitbash
game-assetThis prompt is designed to transform a subject (Nikola Tesla, in this case) into a hyper-realistic macro studio product shot of a LEGO Technic-style mechanical kitbash. It includes detailed instructions on zone mapping for construction, mechanism logic, and specific photo rules for a studio aesthetic, emphasizing shallow depth of field and realistic plastic textures.
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Nikola Tesla -> System Instruction: Edit {argument name="subject" default="Nikola Tesla"} into a hyper-real macro studio product shot of a LEGO Technic-style kitbash doing a clever pose
1) Zone Mapping:
A: Head/front built from curved slopes; eyes/headlights = transparent studs/lenses.
B: Body built from Technic beams and panels; pattern lines become color-blocked parts and connector geometry.
C: Extremities use axles, gears, shock absorbers, and linkages.
2) Mechanism Logic:
Expose gear trains and differentials that plausibly drive motion. If creature: crank mechanism in torso. If car: visible gearbox + suspension.
3) Photo Rules:
Studio grey seamless, shallow DOF, realistic plastic micro-scratches. Absolutely no text, no box art, no instructions visible. 1:1, 8k.
Miniature Diorama Reconstruction from a Reference Scene
game-assetThis is a highly detailed structured prompt designed to transform a provided reference image into a clean, collectible-scale miniature diorama. It specifies precise rules for composition, object placement, lighting (soft studio light), and material aesthetics, ensuring the miniature faithfully preserves the original scene's spatial relationships.
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{
"reference_images": {
"scene_reference": "ATTACHED_IMAGE",
"usage_rule": "Use this image as the sole and exact source for scene layout, object placement, and composition. Do not reinterpret or replace the scene."
},
"concept": {
"type": "miniature diorama reconstruction",
"intent": "Rebuild the attached scene as a clean, collectible-scale diorama while preserving the original spatial relationships"
},
"environment": {
"scale": "tabletop miniature",
"ground": {
"type": "sculpted base",
"behavior": "supports all objects naturally without enclosure",
"edges": "clean, minimal, slightly beveled"
},
"background": {
"type": "seamless studio backdrop",
"color": "pure white",
"constraint": "no environment beyond the diorama base"
}
},
"objects_and_elements": {
"layout_rule": "All objects must remain in the same relative positions as in the reference image",
"primary_elements": "exact vehicles, structures, props, and terrain visible in the reference",
"detail_handling": "simplified but faithful miniature proportions",
"characters": {
"presence": "only if present in the reference",
"style": "miniature figurines, no facial realism"
}
},
"composition": {
"view": "isometric or slightly elevated 3/4 perspective",
"framing": "entire diorama visible, centered",
"cropping": "no zoom, no cinematic crop"
},
"camera": {
"lens_equivalent": "35mm–50mm",
"perspective": "miniature realism",
"distortion": "none"
},
"lighting": {
"type": "soft studio lighting",
"direction": "overhead and slightly angled",
"shadows": "subtle contact shadows only beneath objects",
"avoid": [
"dramatic lighting",
"spotlights",
"cinematic contrast"
]
},
"materials_and_style": {
"surface_finish": "smooth, matte or lightly satin",
"material_quality": "high-quality scale model materials",
"aesthetic": "clean, modern, premium diorama"
},
"quality_controls": {
"image_clarity": "ultra-clean",
"grain": "none",
"noise": "none",
"motion_blur": "none"
},
"negative_prompts": [
"glass case",
"display box",
"museum enclosure",
"transparent cube",
"protective casing",
"reflections on glass",
"labels or plaques",
"text overlays",
"busy background",
"cinematic blur"
]
}
提示词模型无关,可直接用于 Midjourney / DALL·E / Flux / Stable Diffusion 等任意文生图模型。
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