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A surreal scene of tiny workers mining a massive candy cane as if it were a rock quarry. Excavators and pickaxes carve into the sweet striped cane, while conveyor belts transport candy pieces like giant boulders. Syrup flows down like a refreshing waterfall, creating a stunning contrast against the red and white stripes. The scene is enhanced by the sound of the syrup splashing into a pool of sugary sweetness below.

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Text to Image AI effects generated image

Text to Image

A gaunt, pale sorceress with silver hair and smoldering kohl-lined eyes dominates a decaying castle hall, her crimson gaze piercing through tattered black chiffon robes that cling to voluptuous curves as she leans forward on an ornate obsidian staff. Torchlight filters through cracked stained glass, casting amber hues on metallic nipple piercings and sweat-slicked skin beneath fraying underboob drapery. Behind her, Spider-Man lies enchanted in cobweb-shrouded slumber beneath vaulted stone arches, while a colossal arachnid looms in shadowy recesses. Hyper-detailed textures emerge - cracked leather thigh-boots, swirling dust motes, chipped black lipstick - captured through dramatic Dutch angles with gritty film grain and chiaroscuro lighting emphasizing both mystical power and gothic decay.

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); }

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