Text to Image AI effects generated image

Text to Image

A woman with reddish-brown hair, likely in her late twenties or early thirties, is kneeling on a sandy beach. Her ethnicity appears to be Caucasian. She is wearing a black sports bra and matching black bikini bottoms with a distinctive camouflage-patterned, layered waistband. Her expression is neutral and her gaze is directed slightly to her right. She has a toned physique and athletic build. The woman's posture conveys a relaxed yet poised attitude. The background is out of focus, showing a light beige and turquoise shoreline, with a hint of a light-blue ocean in the distance. The lighting is bright and natural, casting soft shadows on the beach. The overall style of the image is suggestive of a playful and somewhat provocative beach portrait. The composition is centered on the woman but also includes the sand and ocean as part of the scene, creating a sense of place. The perspective is from a slightly elevated angle, focused on the woman's body and the beach details. Important details include the woman's accessories, the intricate design of her swimwear, and the details of her athletic build.

Text to Image AI effects generated image

Text to Image

// Japanese Scroll Shader - Black, Red, Grey void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord.xy / iResolution.xy; uv.y = 1.0 - uv.y; // flip Y for scroll feel vec2 p = (uv - 0.5) * 2.0; // Scroll-like vertical flow float t = iTime * 0.2; float flow = sin(p.y * 3.0 + t) * 0.2; p.x += flow; // Radial sumi ink distortion float r = length(p); float inkStroke = smoothstep(0.3, 0.05, abs(sin(p.y * 6.0 + t) * cos(p.x * 4.0 + t))); // Ink wash gradient float wash = smoothstep(0.8, 0.2, r + 0.1 * sin(p.y * 10.0 + t)); // Red circle "sun" motif float sun = smoothstep(0.15, 0.12, length(p - vec2(0.0, 0.4))); // Combine layers vec3 greyInk = mix(vec3(1.0), vec3(0.1), wash * 0.8 + inkStroke * 0.9); greyInk = mix(greyInk, vec3(1.0, 0.1, 0.1), sun); // Red sun fragColor = vec4(greyInk, 1.0); }

Text to Image AI effects generated image

Text to Image

// Alien Fractal Shader - drop in Shadertoy void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (fragCoord - iResolution.xy * 0.5) / iResolution.y; vec2 z = uv; float t = iTime * 0.2; float phi = (1.0 + sqrt(5.0)) * 0.5; // golden ratio float acc = 0.0; float m = 0.0; for (int i = 0; i < 80; i++) { z = (pow(z, vec2(phi)) * vec2(cos(3.14 * z.y), sin(3.14 * z.x))) / (1.0 + sin(dot(z, z) + t)); float d = length(z); acc += exp(-d * 3.0); m += d; } float hue = mod(m * 0.1 + t, 1.0); float sat = 0.8; float val = acc * 0.8; // HSV to RGB vec3 c = vec3(hue, sat, val); vec3 rgb = clamp(abs(mod(c.x*6.0 + vec3(0.0,4.0,2.0),6.0)-3.0)-1.0,0.0,1.0); rgb = c.z * mix(vec3(1.0), rgb, c.y); fragColor = vec4(rgb, 1.0); } vec2 uv = fragCoord.xy / iResolution.xy; vec2 z = (uv - 0.5) * 2.0; float zoom = 1.0 + sin(iTime * 0.2) * 0.5; z *= zoom; // Fractal-like distortion for (int i = 0; i < 10; i++) { z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + uv; } // Sample tree/mushroom texture vec4 tex = texture(iChannel0, fract(z)); fragColor = tex;

Text to Image AI effects generated image

Text to Image

// Alien Fractal Shader - drop in Shadertoy void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (fragCoord - iResolution.xy * 0.5) / iResolution.y; vec2 z = uv; float t = iTime * 0.2; float phi = (1.0 + sqrt(5.0)) * 0.5; // golden ratio float acc = 0.0; float m = 0.0; for (int i = 0; i < 80; i++) { z = (pow(z, vec2(phi)) * vec2(cos(3.14 * z.y), sin(3.14 * z.x))) / (1.0 + sin(dot(z, z) + t)); float d = length(z); acc += exp(-d * 3.0); m += d; } float hue = mod(m * 0.1 + t, 1.0); float sat = 0.8; float val = acc * 0.8; // HSV to RGB vec3 c = vec3(hue, sat, val); vec3 rgb = clamp(abs(mod(c.x*6.0 + vec3(0.0,4.0,2.0),6.0)-3.0)-1.0,0.0,1.0); rgb = c.z * mix(vec3(1.0), rgb, c.y); fragColor = vec4(rgb, 1.0); } vec2 uv = fragCoord.xy / iResolution.xy; vec2 z = (uv - 0.5) * 2.0; float zoom = 1.0 + sin(iTime * 0.2) * 0.5; z *= zoom; // Fractal-like distortion for (int i = 0; i < 10; i++) { z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + uv; } // Sample tree/mushroom texture vec4 tex = texture(iChannel0, fract(z)); fragColor = tex;

Text to Image AI effects generated image

Text to Image

import numpy as np import matplotlib.pyplot as plt # Parameters width, height = 800, 800 zoom = 1.5 escape_radius = 10 iterations = 50 phi = (1 + np.sqrt(5)) / 2 # Golden ratio # Setup complex plane x = np.linspace(-zoom, zoom, width) y = np.linspace(-zoom, zoom, height) X, Y = np.meshgrid(x, y) Z = X + 1j * Y C = np.copy(Z) # Initialize arrays escape = np.zeros(Z.shape) angle = np.zeros(Z.shape) # Iteration loop for i in range(iterations): # Apply weird recursive fractal formula Z = (Z**phi * np.exp(1j * np.pi * Z)) / (1 + np.sin(Z)) # Mask of points that haven't escaped yet mask = np.abs(Z) < escape_radius # Store angle and iteration info angle[mask] = np.angle(Z[mask]) escape[mask] = i + 1 - np.log(np.log2(np.abs(Z[mask]) + 1e-10)) # smooth # Normalize and map to HSV hue = (angle % (2 * np.pi)) / (2 * np.pi) saturation = np.abs(np.sin(np.abs(Z))) value = np.clip(escape / iterations, 0, 1) # Combine HSV and convert to RGB HSV = np.stack((hue, saturation, value), axis=-1) RGB = plt.cm.hsv(HSV[..., 0]) * HSV[..., 1][..., None] RGB[..., :3] *= HSV[..., 2][..., None] # Apply brightness # Show result plt.figure(figsize=(8, 8)) plt.imshow(RGB, extent=(-zoom, zoom, -zoom, zoom)) plt.axis("off") plt.title("Alien Fractal Miner") plt.show()

Text to Image AI effects generated image

Text to Image

import numpy as np import matplotlib.pyplot as plt # Parameters width, height = 800, 800 zoom = 1.5 escape_radius = 10 iterations = 50 phi = (1 + np.sqrt(5)) / 2 # Golden ratio # Setup complex plane x = np.linspace(-zoom, zoom, width) y = np.linspace(-zoom, zoom, height) X, Y = np.meshgrid(x, y) Z = X + 1j * Y C = np.copy(Z) # Initialize arrays escape = np.zeros(Z.shape) angle = np.zeros(Z.shape) # Iteration loop for i in range(iterations): # Apply weird recursive fractal formula Z = (Z**phi * np.exp(1j * np.pi * Z)) / (1 + np.sin(Z)) # Mask of points that haven't escaped yet mask = np.abs(Z) < escape_radius # Store angle and iteration info angle[mask] = np.angle(Z[mask]) escape[mask] = i + 1 - np.log(np.log2(np.abs(Z[mask]) + 1e-10)) # smooth # Normalize and map to HSV hue = (angle % (2 * np.pi)) / (2 * np.pi) saturation = np.abs(np.sin(np.abs(Z))) value = np.clip(escape / iterations, 0, 1) # Combine HSV and convert to RGB HSV = np.stack((hue, saturation, value), axis=-1) RGB = plt.cm.hsv(HSV[..., 0]) * HSV[..., 1][..., None] RGB[..., :3] *= HSV[..., 2][..., None] # Apply brightness # Show result plt.figure(figsize=(8, 8)) plt.imshow(RGB, extent=(-zoom, zoom, -zoom, zoom)) plt.axis("off") plt.title("Alien Fractal Miner") plt.show()

Text to Image AI effects generated image

Text to Image

import numpy as np import matplotlib.pyplot as plt # Parameters width, height = 800, 800 zoom = 1.5 escape_radius = 10 iterations = 50 phi = (1 + np.sqrt(5)) / 2 # Golden ratio # Setup complex plane x = np.linspace(-zoom, zoom, width) y = np.linspace(-zoom, zoom, height) X, Y = np.meshgrid(x, y) Z = X + 1j * Y C = np.copy(Z) # Initialize arrays escape = np.zeros(Z.shape) angle = np.zeros(Z.shape) # Iteration loop for i in range(iterations): # Apply weird recursive fractal formula Z = (Z**phi * np.exp(1j * np.pi * Z)) / (1 + np.sin(Z)) # Mask of points that haven't escaped yet mask = np.abs(Z) < escape_radius # Store angle and iteration info angle[mask] = np.angle(Z[mask]) escape[mask] = i + 1 - np.log(np.log2(np.abs(Z[mask]) + 1e-10)) # smooth # Normalize and map to HSV hue = (angle % (2 * np.pi)) / (2 * np.pi) saturation = np.abs(np.sin(np.abs(Z))) value = np.clip(escape / iterations, 0, 1) # Combine HSV and convert to RGB HSV = np.stack((hue, saturation, value), axis=-1) RGB = plt.cm.hsv(HSV[..., 0]) * HSV[..., 1][..., None] RGB[..., :3] *= HSV[..., 2][..., None] # Apply brightness # Show result plt.figure(figsize=(8, 8)) plt.imshow(RGB, extent=(-zoom, zoom, -zoom, zoom)) plt.axis("off") plt.title("Alien Fractal Miner") plt.show()

Text to Image AI effects generated image

Text to Image

A cathedral of interlocking titanium vertebrae rises above crumbling flesh-temples, its plasma-core heart radiating cold blue light through fractal-stained glass. Obsidian-paved processions of biomechanical converts march below, their jointed limbs gleaming with sacred oils, ocular implants projecting holographic scripture into smog-choked air. To the left, organic spires of bone and sinew sag under parasitic vines, their marble skin bubbling with necrosis as supplicants claw at rusted drainage pipes. The composition frames a dying sun caught between the machine cathedral's perfect geometry and the biomass towers' tumorous silhouettes. Ultra-high contrast: polished steel edges against hemorrhaging amber skies. Low-angle shot emphasizing scale, with anti-gravity debris fields orbiting the central spire like metallic votive offerings

Text to Image AI effects generated image

Text to Image

A cathedral of interlocking titanium vertebrae rises above crumbling flesh-temples, its plasma-core heart radiating cold blue light through fractal-stained glass. Obsidian-paved processions of biomechanical converts march below, their jointed limbs gleaming with sacred oils, ocular implants projecting holographic scripture into smog-choked air. To the left, organic spires of bone and sinew sag under parasitic vines, their marble skin bubbling with necrosis as supplicants claw at rusted drainage pipes. The composition frames a dying sun caught between the machine cathedral's perfect geometry and the biomass towers' tumorous silhouettes. Ultra-high contrast: polished steel edges against hemorrhaging amber skies. Low-angle shot emphasizing scale, with anti-gravity debris fields orbiting the central spire like metallic votive offerings

Text to Image AI effects generated image

Text to Image

Black and white vec2 uv = fragCoord.xy / iResolution.xy; vec2 z = (uv - 0.5) * 2.210; Roses float zoom = 1.10 + sin(iTime * 0.2) * 0.55; z *= zoom; Mushrooms  // Fractal-like distortion for (int i = 0; i < 9; i++) { z = vec2(z.x * z.x - z.y * z.y, 2.80 * z.x * z.y) + uv; } // Sample tree/mushroom texture vec4 tex = texture(iChannel0, fract(z)); fragColor = tex; float mushroom(vec2 p) { float stalk = smoothstep(0.02, 0.01, abs(p.x)) * smoothstep(0.2, 0.15, p.y); float cap = smoothstep(0.3, 0.25, length(p - vec2(0.0, 0.2))); return clamp(stalk + cap, 0.10, 1.0); } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (fragCoord - 300 * iResolution.xy) / iResolution.y; float m = mushroom(uv * 2.0); vec3 col = mix(vec3(0.1, 0.05, 0.0), vec3(0.9, 0.2, 0.5), m); fragColor = vec4(col, 1.0); }

Text to Image AI effects generated image

Text to Image

Black and white vec2 uv = fragCoord.xy / iResolution.xy; vec2 z = (uv - 0.5) * 2.210; Roses float zoom = 1.10 + sin(iTime * 0.2) * 0.55; z *= zoom; Mushrooms  // Fractal-like distortion for (int i = 0; i < 9; i++) { z = vec2(z.x * z.x - z.y * z.y, 2.80 * z.x * z.y) + uv; } // Sample tree/mushroom texture vec4 tex = texture(iChannel0, fract(z)); fragColor = tex; float mushroom(vec2 p) { float stalk = smoothstep(0.02, 0.01, abs(p.x)) * smoothstep(0.2, 0.15, p.y); float cap = smoothstep(0.3, 0.25, length(p - vec2(0.0, 0.2))); return clamp(stalk + cap, 0.10, 1.0); } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (fragCoord - 300 * iResolution.xy) / iResolution.y; float m = mushroom(uv * 2.0); vec3 col = mix(vec3(0.1, 0.05, 0.0), vec3(0.9, 0.2, 0.5), m); fragColor = vec4(col, 1.0); }

Text to Image AI effects generated image

Text to Image

Flowers  Roses Gerberas  vec2 uv = fragCoord.xy / iResolution.xy; vec2 z = (uv - 0.5) * 2.210; float zoom = 1.10 + sin(iTime * 0.2) * 0.55; z *= zoom; // Fractal-like distortion for (int i = 0; i < 9; i++) { z = vec2(z.x * z.x - z.y * z.y, 2.80 * z.x * z.y) + uv; } // Sample tree/mushroom texture vec4 tex = texture(iChannel0, fract(z)); fragColor = tex; float mushroom(vec2 p) { float stalk = smoothstep(0.02, 0.01, abs(p.x)) * smoothstep(0.2, 0.15, p.y); float cap = smoothstep(0.3, 0.25, length(p - vec2(0.0, 0.2))); return clamp(stalk + cap, 0.10, 1.0); } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (fragCoord - 300 * iResolution.xy) / iResolution.y; float m = mushroom(uv * 2.0); vec3 col = mix(vec3(0.1, 0.05, 0.0), vec3(0.9, 0.2, 0.5), m); fragColor = vec4(col, 1.0); }

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