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Full frontalreal-life version CHINA Supergir l Dressed in a red and blue leotard uniform with a shield on her chest, Dada S. wears a long red cape and red knee-high bootsSavesChina Beijing TV Tower (4K HDR 60fps) Full Body Mirror from far away to close up, perfect process to show the full body appearance of sky flying with legs crossed pose.

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Image to Image AI effects generated image

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A photorealistic scene in a cozy child’s bedroom during late evening, lit only by a warm desk lamp. On the wooden floor stands a large toy house or castle built entirely from handmade paper blocks styled like Minecraft TNT — red paper cubes with hand-drawn 'TNT' labels, slightly crumpled edges showing childlike craft. At the top of the structure sits a Barbie doll in a sparkling pink dress, long blonde hair flowing as if guarding the tower. The 7-year-old boy in pajamas leans in close, holding a toy lighter. One of the paper TNT blocks has caught fire — small flames and bright sparks shoot out like a safe fireworks display. The boy’s face glows in the orange light, his eyes wide with awe. A faint trail of smoke rises into the air. The Barbie doll remains seated on top of the structure, catching some of the sparks. The mood is playful yet surprisingly dramatic, captured at child-eye level in hyperrealistic style.

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;

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