Text to Image

Create a menacing AI-generated fantasy creature with the Prince of Domination Abaddon Mount. Features a dark color palette blending black, toxic-green, pink-brown, and gray hues for eerie visuals. Ideal for gaming, concept art, or dark fantasy projects. Explore professional-grade AI effects for striking, otherworldly designs.

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Text to Image

FAQs

How to generate images/videos from text prompts?

Describe the visual content in natural language (e.g., 'A cyberpunk cat wearing neon goggles') and our AI models will create outputs. Complex prompts trigger multi-stage NLP parsing for enhanced accuracy.

How to refine unsatisfactory results?

Use our Prompt Bot - an AI-powered optimizer that suggests technical modifiers. Simply describe your ideas, desired changes ('more metallic texture'), then you will get optimized prompt variants.

When should I use reference images?

Upload references to: 1) Guide character consistency (e.g., faces/outfits), 2) Control motion patterns in videos using our feature matching algorithm. Supports JPG/PNG

What's the credit system?

Daily login grants 100 credits. Upgrade options: 1) Premium Membership, 2) Credit Packs. Details: https://vivago.ai/subscribe

More From VIVAGO AI

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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