Text to Image

A fugitive in a loose sweatshirt darts through a rainy Chinatown market, with neon signs glowing softly in the background, as police close in with urgency. Lanterns flicker in the breeze above. Aerial shot with layered depth and environmental storytelling.

Recreate
arrow
Text to Image

More From VIVAGO AI

Text to Image AI effects generated image

Text to Image

A group of tiny, thumb-sized workers is diligently cleaning a quirky, artistic bicycle, which is the centerpiece of the image. The bicycle is parked on a wet surface, possibly an art installation, and has colorful paint splatters on its frame, indicating that it has been recently washed or sprayed. The miniature workers are situated around the bicycle, some using their tools while others stand in awe of the design. They seem to be deeply engaged in their task, using tiny buckets and brushes to clean and rinse the vehicle. The surrounding environment features a vibrant, multi-colored sky that casts a lively, diffused light over the scene. There are a few scattered art pieces and a small café visible in the background, but no other objects or people are present, and no text or distinctive markings are visible.

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;

Load more